There's no evidence that developers would ever read your blobs of text or that they are helpful to them in some way
my suggestions are directed not only to TW developers but also to modders who want to exploit these ideas to make mods.
The usefulness of my suggestion cannot be proved until it is applied, but if in addition to the suggestion I put some examples related to the application of the suggestion with a statistical forecast where it can be done, I would say that I have done more than I owed to to justify the usefulness of my suggestion, or not?
For example, you go on about your hurtboxes, but that line of thinking is unhelpful as adding more would significantly affect performance
I have already replied to another user regarding the "performance" issue.
The CPU load should not increase because the recordings of the hit hurtboxes do not multiply as the hurtboxes multiply, because whether you have 3 hurtboxes or 30, in the end, by an attack, only 1 hurtbox is hit and that hit is recorded.
The CPU load is always a function of the number of soldiers and not of the hurtboxes.
In addition, you aim for increased complexity
Calling it "complexity" is misleading.
It is a different and more realistic system and being more realistic you can act more intuitively to balance it.
The problems of the game due to the lack of balance between fighters of different tiers or between factions is related to the armor system.
If in the system present in the game you do not allow room for a POORLY EQUIPPED unit to defeat a WELL EQUIPPED only through the combat skill, then the system is less balanced.
You will find yourself being able to change only the armor value and the capacity of the AI which is certainly a much more complex and volatile variable than the simple change of the equipment of the units, which involves only the replacement of a part of armor that covers a few hurtbox with one that protects more for the same armor value.
Then you can act on the localized damage or on the armor value, but at least you have 3 levers to act on.
You can't pretend your style of posting is superior to theirs, it is arguably worse.
I am not saying that my style is superior to theirs, I am saying that many limit themselves to suggesting "variations of parameters" while I tend to propose "new mechanics".
This is because I believe that having more levers available involves less effort in balancing AND at the same time increases the depth of the gameplay.
The single lever is born with the aim of acting mainly on one factor or a problem and will certainly have consequences on something else as well, but to an extent that depends on how well you have built that lever.
In the case under consideration in our comments, the armor system that I propose tends not only to maintain the purpose of the previous one, but to make it more precise in all cases.
So it is not a new lever but an improvement of the old one.
Personally I believe that a general design goal is to produce simple and elegant game mechanics. Complex models need serious justifications in how they add to gameplay and fun.
My mechanics, in implementation, are extremely simple, and the fact that it solves practically all the defects of the current system gives the required reasonableness.
The fact that it balances the relationship between ranged units and shielded melee units and makes SPAM unsuitable for attacks I would say adds to the elegance you speak of.
It also increases the technicality of the fight without making it "more complex" because the only thing it does is warn you that "if you hit the enemy's armor you don't hurt him, instead if you take his bare skin you hurt him, so aim well instead to move the blade at random ".
The best designs are simple illusions of complex mechanisms
The fact that you see the system as complex or that reading it deems it so does not imply that it is, perhaps you are deluding yourself that it is.
What I propose is always INTUITIVE and never counterintuitive and this choice is due to the fact that everything that can be intuited is easy to understand.
If you saw a guy in plate armor would it seem stranger to do him the same damage in both the open and covered areas, or a different damage based on the different cover?
If the games tend towards the second choice, then it is evident that we are trying to devise systems that are not counterintuitive.
Currently what I propose is more intuitive than the one present in the game.
It follows that once in the game you understand it on the fly.
But understanding it on the fly does not mean that the system is not "deep" because what I propose, it seems clear to me, has much more depth than the current one.