DraQ
Arcane
I think that best balancing system in a non-abstract game is trying to mimick the right parts of the reality and hope that it will allow for the same manner of diverse tactics and strategies as RL does.
Trying to explicitly balance a non-abstract game in the same vein as you can balance a small, closed, abstract ruleset is just going to result in shitty, artificially limited game.
Trying to explicitly balance a non-abstract game in the same vein as you can balance a small, closed, abstract ruleset is just going to result in shitty, artificially limited game.