To change loot modifiers, you open the deltamodifier.txt file in the stats folder. You'll want to search for stuff like:

new deltamod "Boost_Weapon_Primary_Finesse"
param "BoostType" "Primary"
param "MinLevel" "1"
param "MaxLevel" "6"
param "ModifierType" "Weapon"
new boost "_Boost_Weapon_Primary_Finesse",1

The thing is, if you delete that I think you won't find finesse on any weapon. So instead you want to add a weapon type like:

param "WeaponType" "Knife" // dagger = knife

Then copy that for each additional weapon type. As you can see, it takes some work. I'm not sure if that's the only finesse modifier either.

I think I'll just make creative burden take on statuses for 2 turns. Then it will really be a decision, since you're going to deal with some CC no matter what (unless you can remove it with another char). Except it might still synergize with earworm a bit too well (unless creative burden ignores the immunity, I'll have to check that.)

Thought about making hard cc count as 2 statuses for feedback. This kind of makes sense for enemies too, since removing cc on them is usually a tradeoff as well. But it does a good amount of damage, and it's piercing. Dunno, it's tough. I might make feedback do some magic armor damage and reduce its piercing damage as well.

I think for Dance of the Elements I'll check if a character has a status like burning, chilled, poisoned, or stunned, then check the surface type, and apply the appropriate vulnerability. Otherwise, it will apply a random one.

Glad this freshens the game up again.