Another vote for enemies scaling up to your level as an option. It's actually some pretty simple code. And many of your other stat suggestions could be implemented already if the stat text files are in the same place as they were in the original game. Would be a bit tedious to test, but it should be possible.
@Sotanaht: To address your point, monsters should only scale up, not down. Then you could kill a bunch of enemies a couple levels above you but other enemies would at least be the same level as you.
Another solution would be to make level differential bonuses penalties a lot less significant. An enemy shouldn't be a pushover just because they're 1 level below you, but that's mostly the case. But I think that'd be harder or impossible to fix with a mod.
I also tend to agree that reducing cc chances mostly randomizes combat instead of actually adding more tactical options. Of course, there will almost always be some random elements in an RPG, but not sure if cc should be fundamentally governed by the dice. I like the idea of basing efficacy of cc on character health, and by efficacy, I mean more the degree to which someone is cc'd. There are too many hard cc effects that basically fate something to death. I'd like more effects like cripple, which severely limits an enemy or player, but they still have some options. Something like various degrees of frozen, where the character is maybe partly frozen (just their legs, maybe), or have to spend more AP to attack (but non-offensive abilities might still cost the same.) I think those ideas are far beyond the scope of a mod, though, so reduced application chance is probably the best bet for now.
I'm probably going to work on a balance mod mostly addressing loot and subpar skills like lucky charm and lockpicking, but I might add some of these suggestions if no one else works on a balance/difficulty mod. Hopefully they'll let us activate more than one mod at a time once they get the editor going, but I don't have too much hope.
Last edited by Baardvark; 07/11/15 10:37 PM.