Well, let us start from the beginning. The usage of telemetric data I only use for balancing arguments and not for stuff like if or how Deeds should be reworked. And I don’t think anyone here can convince me that our measely 1000 hours are giving us more insight than what Fatshark has on their hands concerning the balance of classes/balance/talents. In an ideal situation both ways come to the same conclusion. But obviously data can only help on stuff which is happening in the game. Don’t think I have to explain that to anyone. But weapons and talents being used is something which happens in every game without exception which is why FS has a near endless amount of data on this stuff.
As for Deeds, they are functional, maybe not good. Which is what I said initially. “Does it work?” => “Somehow.” So there is not urgent need to adress the system (although word is that it will happen eventually.
For Versus the absoulte ideal situation would be to be super succesful and the co-op part getting some kind of spill-over effect. Which would indirectly benefit the game.
As for the examples concerning weapon balance I would like to avoid getting in detail discussion as it is an endless back and forth. Again, while we are the data, we are only a part of the data. Just to give you an impression. The average player numbers last month has been about 3000 players with each player playing about 10 hours on average per two weeks. This means the total playership has been about 100000 people. Each of these people played like said before about 5 hours per week meaning that in just week we have an overall playtime of 500000 hours or about 2 millions in one month. So yes, we are data and the more we play the more insight we get but there is a difference between one thousand and two millions. Actual I would kinda call it arrogant to say that we are better at gauging weapon effectiveness. But like everything I write, just my opinion.
I do agree that there are gaps in the weapon strength which is also why I am sure that this will be visible and then Fatshark will hopefully tone down some of the overbearing stuff. Our approach also has a very simple problem. We play a weapon, say this feels good/bad and THEN look at why this is. So our look on the available data is already biased by our subjective feeling.
Sigh, I really want to avoid detail discussion but there are several players which prefer the movement speed bonus just because they like it fast. It also helps with outpacing enemies a bit longer (although not as bad as the situation in Vermintide 1 for a while), so it is your choice for survivabilily. For WHC I would need a lot deeper analysis, but extra damage for tagged enemies may actually help with certain break points which makes critting redundant if you kill it for certain without crit anyway. Several of these talents have places in different difficulties or maybe just in synchronized pre-made groups. There are others which appear bad even to me. But I have seen herde behaviour declaring talents bad once or twice before which is simply not the case.
And no, I don’t think invisibility is “better”. Especially if you say “powerful”. Invisbility does not increase your damage, it makes it easier to hit stuff without fearing counterhits. But if you want to maximize damage then the bleed talent is better. Because you know you can do the same damage as an invisibile Handmaiden even while being visible. Choice is again survivability versus damage. Interestingly enough your choice here is backwards to the Ranger situation.
Don’t get the part with the Beastmen. On the one hand it seemed you agree with Beastmen adding new gameplay elements which is a good thing and then you say they should have new units which just the same basic elements we already have in the game. Consistency and Lore aside, from a gameplay perspective I don’t need shielded Beastmen or Berzerkers unless they behave differently (which is why I support Chaos Warhounds as “Berzerker” unit).
To QoL. Yes, they are subjective. At least on the level “Do I want Fatshark to spend time on this instead of something which I am actually interested in?” Salvage all would be helpful but is only a problem for people who play a lot, for casual players such a function is irrelevant (also we have word that such a function would most likely cause backend issues). Stuff like the ability who is wounded or how much ammo everyone has is something I wouldn’t want to have on MY screen. As a toggable function for people with a control fetish it may be okay. Although I rather like the current approach to keep the information as low as possible and as high as necessary. Ammo for example we have sufficient indicators and wounded I can also follow live, so there is no need for me to have such a mod. And if I make it toggable I can also keep it as mod which is basically they same thing only with the benefit for FS to not being responsible for it.
Your last example with Battle Wizard is not well chosen. I specifically I said “something which everyone agrees on”. And you should know very well that there has been vocal opposition to nerfing her. “Who cares, it is fun.” So yea, not everyone agreed on Battle Wizard and the public outcry was not universal. And this opposition to nearly everything is the reason they are so careful with balance stuff.