You can justify any numbers with the word "synergy," so I usually look at the numbers first.
This is where we part ways. The mod is based on the human factor first and the numbers later.
In theory, all the numbers you present are correct, but in practice, it is just not possible to do.
It is very hard to just "keep that skill away" and pick it in level 20 or later. It just does not work that easily. We already discussed the level-up offering mechanic.
We refer to numbers as far as they actually matter. Denomination in the MMH5 stats has allowed us to narrow some of the problems by "eye" rather than by the math.
Math is just theory and logic, and don't get me wrong, I use it a lot. I am a fan of big data and machine learning operations, but big data fails in the long run without thick data. The human factor is the highest priority when it comes to service, and this is what we try to achieve.
What I mean by the human factor is the following:
- Let's assume +1/+1 is weak, and we make it +2/+2, and you go and pick it.
+2/+2 offers a 3.33% damage and resistance boost, which is insignificant in the first 10-20 levels due to the low army size. Basically, if the player makes a wrong maneuver, the bonus (or the absence) of +1/+1 will not help or penalize the player. This is why I consider investing time in rethinking any of those options a waste of time, which can be invested, for example, in developing new stuff for the game.