In HRTA, the idea of decoupling the ballista's damage from the skill level has already been tested, giving it maximum damage right away – it turned out to be very effective. Such a ballista is worth buying even without any other considerations, and its price even had to be increased.
The new executable allows you to adjust the healing for the tent, and you can immediately set it to a достаточно high value (without the corresponding perk, there is still no resurrection).
In general, the idea is this: the power of siege engines should be at its maximum and increased for damage exclusively through perks, stats, and the hero's level (in the case of the tent). The machineery skill itself should provide increased durability for the siege engines. At the same time, doubling the durability of siege engines for the corresponding perks is also unnecessary (because the skill already does this); this durability should be doubled immediately so that the siege engines don't fall apart at the slightest touch.
It is possible to configure the tent with a built-in "Plague Tent" ability; this has already been tested on the same map, but I didn't like how it looks; it's too easily countered by ranged units and phantoms, and there's also the ballista for dealing damage to the enemy.
Added 11 minutes later
Regarding the optimal number of shots for the tent – right now, I think 6 is the right number. Making it less would significantly limit the tent's capabilities in the final battle. Making it more would further slow down the attack, forcing the player to use all possible tent resurrections to minimize losses.
Through experimentation, it has been established that a number of shots less than 6 rounds noticeably affects the unit's ranged capabilities.