Really good work here, too anyone if you feel hard is still too easy, you may want to give the Scales mod a go.
My general combat goal is for each battle to have a mini-chesslike feel to it. I'm not sure anyone is there yet as it takes some real time to test.
I'm taking your setup as my base now and tweaking my own thing from there for the most part.
One thing I feel I did which was cool was on BoulderBash I changed:
data "AreaRadius" "3"
This way the targeting is accurate with what happens. Stock, the area of damage is smaller than what they gui shows.
Some other main things I'm doing:
-Tightened up skill cool-downs more so they don't scale down too fast. EE improved on this, I do a bit more.
-Lowered weights on all things not Armor/Weapons/Shields or Items not meant to be moved. For less Inv management.
-AI cannot hold me for no more than one round, I can't hold them for more than 2, with any direct skill. EE improved on this, I do a bit more. No one likes to be held long and the game challenge can really be trivialized by long AI holds.
-Buff skills are made more favorable, to make them favorable to use vs another damage skill. EE improved on this, I do a bit more.
-Keeping my Potion.txt prices in check, basically lowered to where I feel they are worth the one-shot cost, same for any one time item. Scrolls, arrows... That said control based items are still expensive.
-HardNPC +2 AP and Max AP, +4 Init. Give them a little more AP to possibly impress me with their intelligence.
EDIT: Adding Stench to the Summons is genius.