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Now to the point:
I even sent you a link via ICQ and gave an answer in my thread, but apparently you're looking down on me, which means conducting a substantive discussion is a waste of time (specifically with you).
Maybe you can come down from the heavens to earth, Mr. Wicc?
I will always be ready to meet halfway if both sides start extending their hands without snarkiness, discussing various topics together instead of drowning ideas in verbal diarrhea. You yourself aren't ready yet, because you've probably done a lot for WT and don't want to admit that it also has obvious downsides.
The time to seek a compromise has passed; many have dug in their heels out of principle and cannot find the strength to admit the opponent is right after all these disputes.
That's exactly why the format for discussing this issue is practically pure flame wars, oriented not toward convincing the opponent, but toward throwing mud at them. A performance for an outside observer.
You chose the side of SoD, so the WT players are mud-slinging you. Had you chosen the side of WT, the SoD players would be doing it. Choose a middle position—and both sides will do it.
That is why I believe this dispute has no constructive solution. Unification, if it happens at all, will only occur after a couple of generations of players, once the current adepts have retired from the scene.
Regarding personal grievances—I have no presumption of respectful treatment toward people. If a person hasn't proven themselves in any way, my attitude is neutral. Respect can only be earned for something that I evaluate positively.
So far, you have shown yourself exclusively negatively in my eyes—no game skill is visible, your worldview axioms differ from mine, your argumentation is clumsy, you defend SoD, you try to assert your rights without a corresponding reputational base, etc. All of this constitutes shortcomings, and the only merit is the desire to communicate. That's not enough for me to come down to earth.
Added after 17 minutes
Competitive contests are not always about absolute balance; I'll say it again, balance is also achieved through chaos. Heroes itself is not the kind of game that should strive for symmetry; it would be better developed by adding advantages for weak castles rather than removing those advantages from strong ones. The game exists and has its rules; according to these rules, there is morale, there are all the 5s and 10s, and that doesn't make it non-competitive! Sport is a competition according to established rules, any rules. And the more diverse the rules are, the more development options there are, the more unexpected the result can be—the more spectacular and alive it will be. This is exactly what the game needs, not identical balance.
SoD failed to implement this feature in an acceptable form (imho sure). Chaos there is delivered in chunks that are too large; you can't assemble two equal piles from them.
WT came much closer to this. To achieve it, they had to break the chaos down a bit—remove large pieces like morale, starting army variance, and sea artifacts in Dragon Utopia, but add medium and small ones like monster experience, the raising of weak skills, weak castles, and weak heroes. As a result, both diversity and gameplay increased, and balance improved. For example, if in SoD people play with the same pairs of castles and roughly similarly leveled papas, then in WT the variety of end-games—both in terms of army and papa leveling—is much higher.
By the way, the 200% game mode is loved precisely because it increases gameplay diversity. Although it worsens balance regarding castles and distributions. But overall, it compensates. However, for serious games where balance is more critical, 160% is still preferred.