Man, what can I say... Your ideas and work on this big combat overhaul are stunning !
I can't wait to see this addon in action in my on-going GM campain :)
I have some question if you have some time to share your vision (sorry for my english, I'm not a native speaker).
One of the most disapointing aspect in this game IMO is the maths behind the scene and how the damage are calculated.
You change and maybe solve this issue in a very interesting way with this addon. But Im wondering how you manage to found your equilibrium with the bonus given by the stats. I will try to explain:
if we consider a linear damage/AP for a character, investing in dex allows to acces to a multiplicative damage modifier: 4dex = 1AP leads to a 1/6 = 16.7% more damage every 4 dex => 4.16% more damage / dex (correct me if I'm wrong). In addition more add a lot of flexibility during your turn that cannot be well evaluated.
In the over hand the damage bonus given by might is +10% (additive).
I only compare dex with might but the balance question is the same with the other stats.
We know how powerfull stacking multiplicative damage can be (ex: absurd way of Warfare works in vanilla), how do you control this ?
IMO only crit is legit as a multiplicative source of damage. Hight ground works also as multiplicative in vanilla, because your of your modifications (no easy teleport) I think this we still want to reward good positionning in this game but we cannot prevent players to set up the fight with hight ground and abuse of this source of damage, maybe hight ground could be nerfed as additive damage or reworked ?
The AP bonus given by dex is realy interesting but I'm afraid that addind an other source of multiplicative damage is risky if not controled properly. What is your position on all of this ?
P.S. I really love your work, I think it is what this awesome game deserved, I am willing to help you for ideas / balancing if you think you need some help.