I think you have some really good points here, and we have been talking over in newerf as well. Just to put my two cents in to your formalized points XD
1. Agreed, but we do not know if all casters have a move of 8 or not. Though I did notice that point as well, one of the reasons in the updated rules I created (I know you didn't have those with you, but I believe you did read them over) I gave the casters 4 points to work with. This would give the ability to have a side able to pop a caster with 8 movement. Unfortunately, we don't have all the stats for all the units from the comic, and the stats we have we do not know if they are base or modified in some way (such as with magic, sides arranging points in different ways such as rules allow, etc.), especially since Jack was a turned unit. Good point about Gwiffons, though I wonder if there is a way to do this so not all Special Cs have that high of a movement?
a. Any reason you feel this way? I don't think it shows those in the comics enough to justify one way or another where those belong.
b. Saw that in those rules as well, that is why I changed it to ((0.5+(1/n+1))*n) points capable of being made a turn. Yes, a small team can do better, but than again, I worked with the diminishing returns as well, and the fact that a unit can have a stat modified only one time. So if you want a stat increased more than 1 point, you need to use more than 1 fabricator. Otherwise, without care, a player simply pops as many fabricators as they can and BAM, their whole side has units with stats around 20.
3. I like that idea. I myself didn't mess with the magic yet, or really the leveling system either.
4. Goes with 3. I think it is more along the lines of how many casters a side can reasonably have at any given time, as well as what level they are going to be at. 90 juice requires a higher level mage(hard in current system to level any mage), or many lower mages linked, something that is not likely to be all that common, but I can see where it can be abused. I think that is the problem most games have with magic. It becomes too powerful if focused on.
Good points though. I think what needs to be done is a few more games to test the rules, right now it is mostly people thinking from how they read it instead of seeing how it actually works (I am really at fault here myself).
One other thing that I think is really important, and that is how the game is being designed. I currently see two very distinct games coming into play, and I think that it might be a good idea to make them distinct. The games are "ErfWorld, the game BASED on the comic" and "Erfworld, the comic AS a game" What I mean here is simple. Some of the rules, like those I built up, use as much as Erfworld as we can, following along with the comic and only making some changes to have things flow smoother and make the game easier to play, especially over long distance. Others, and just as valuable, are those who are making a game using every rule they can find in the comic and forcing their game around the rules.
The reason I say I think they are two separate games, and should stay this way are because of the fact that I don't know if the second is actually possible. As noted before, the comic stated Jack has a move of 8, but as I point out above, we don't know WHY he has a movement 8. Is this a base for all casters, a special for him, magic? We don't know, and truth be told, I don't know if Rob even knows why. I venture to say, and I don't know if there is any evidence to the contrary, that Erfworld is not a solid world yet, and all the rules do not exist, but rather come into existence when it is needed for the plot. For example, can a caster be an heir? We don't know, and up until recently I doubt even Rob thought of wether or not it was possible. Movement for units, is it set in stone, or were they numbers that sounded good for the comic and so used? How does loyalty ACTUALLY work, and what are the numbers involved? Is loyalty a %, so max at 100, and if so is the average unit 50, 60, 90? How easy is it to turn a stabber verses a warlord? These are the things I think that make the game Based on, and the comic As a game so separate. The one based on can be made to suit the players and flow for the style of play without having to be updated all that often, while the one that is the comic as a game would need to be updated whenever the comic published a new 'rule' or changed an old one.
In the end, I think both are great, and would gladly play either. In truth, I really admire those working to create the comic as a game, because it is more work than I could possibly get myself to do, having to cross reference every comic so many times to ensure they are all 100% accurate. I think it will be a great game in the end, and would gladly play (looks great XD), but at least for me to work on creating, I would rather use Erfworld as a guideline (sticking close to it as I can) but not worry about every little detail, such as if a Gwiffon is a Special C or Special B, and what are some other Special B and Cs to compare them to?
On a side note, if Rob reads this and DOES have answers to any of these, or anyone else either, I would love to have them. And if Rob has his world fully built, knows all the rules and stats for all the units as they exist, that would REALLY make making a game far easier IMO.