So I was helping my girlfriend with statistics for last couple hours, but I'm back!!
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Fourth, I dont feel a need to dig into information gathering and pressure created through chance per turn given it's pretty self evident and me, you, and most others can follow that to it's logical conclusion on their own.
Welcome back.
You fed me a boatload of white noise that really doesn't further the conversation. You're flat out wrong on a lot of those points and I am not going to write my refutations of all those points unless you want me to (because it bogs down discussion). So, I'll cut to the chase and keep things short so all parties can keep up.
Increase the resources it takes to reach the terminal velocity of any given encounter causes an increase in weight for resource management and allows for more points for information discovery.
By having an ability pool that is seeded per game generation on and a resource pool that is seeded upon an encounter that accepts parameters such as player performance will keep difficulty consistent and diverse without changing combat function.
The short of it: Information hiding/discovery needs to be king.