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Funny discussion. Reading the posts of some people reminds me of the phrase: "Wisdom doesn't always come with age; sometimes age comes alone." :)
In essence, a person is quite an egoistic being, so when performing any laborious action that benefits other people, they expect to receive something useful in return for themselves. Most often, this is money. But if not money, then something else – pure altruism is rare in our world.
Therefore, to motivate a person to do what you need, first, you need to figure out why they are doing it and what they want in return. Based on the answer to this question, you can form your negotiation position.
The negotiating position of a capricious child ("I don't like it, I won't eat it, I want candy") is a very weak position. Because in 90%++ of cases, it causes one of two reactions - either ignore the opinions of these people (if there are few of them) or completely stop trying to interact (if there are many such people or if they are very annoying).
Diplomacy skill is overpowered not only in Heroes but also in life: rolleyes
Regarding the list of changes, the question "why change anything at all" is subjective, so there is no objective answer; each person answers it individually. However, specific changes can be analyzed regarding their expected outcome. Here is my analysis (without claiming to be definitive):
1) Eagle Eye - nothing will change; the skill remains as useless as before.
2) First Aid - the proposed option was once discussed within HotA; it did not cause any particular negativity from anyone (as far as I remember). However, it wasn't the only promising option.
3) Diplomacy - this is the most complex issue because this skill is highly variable – it easily ranges from being overpowered to being worthless. Therefore, before starting to change anything, it is desirable to delve deeper into the reasons for its overpowerment.
The overpowerment of diplomacy in the early game lies in the fact that you can join a pretty good army for free – various Loths and hordes of Goblins can already be joined by the end of week 1. And in the late game, the overpowerment lies in the fact that after taking several dungeons, you can quickly join large stacks of level 6-7 monsters; in the endgame on Anarchy, players' armies mainly consist of them.
Therefore, to balance diplomacy, it is desirable to limit the overpowered situations without affecting the working ones. For example, joining only for money, joining only monsters of levels 1-5, etc. The second option was tested in a tournament, and it turned out that with such a restriction, Kirov is stronger than Roland as a starter. True, Kirov is an imbalance in itself, and he also gets Diplomacy periodically, but still, there is evidence that diplomacy can be balanced.
You can also change the purchase rate – make the cost of joining higher than hiring. Or vice versa, do not touch the cost of joining, but join only part of the stack.
Another option is to change the range of monster loyalties when generating. Currently, at difficulty 160%, loyalties from 4 to 10 are generated (1 - always joins, 10 - never joins); I don't remember the exact distribution, but it can be changed within the mod so that higher values appear more often, and lower values less often.
Limiting joining by value is not a good solution because value does not correlate too well with the usefulness of the stack.
Which of the options will work – I don't know, and no one knows (including those who beat their chests). Only tests, tests, and more tests will help, especially in tournament conditions.
An approximate guideline for balancing diplomacy in the game is that this should be a skill not for a pro player, but for a newbie; that is, the pro player would level up using standard schemes, but players would try to level up the newbie-diplomat and explore the area for reserves to strengthen the personnel composition.
P.S. Peace to all (c).