That's not something you could have tweaked before without editing the .cs file but i get what you're saying. I'm not against building in settings, its just that now they would only be shown to the people with relevant builds.
.I think you'll find that it gets complicated really fast to expose the amount of configuration needed to make a big difference in combat performance. Which is why for a long time all of the real difference being made in combat and build support has been hard-coded.
I went down the customization in a previous incarnation but i realized that the default needs to be a simple version for the 80% of people who just want to start it and walk away. But the advanced version should be there i think for those wanting to spend the time fiddling and optimizing.
I hope that the added control and standardized formats between the classes and lots of examples will make the new routine system more appealing for developers to create their own. But we will see i guess.
Also, I have started something that would be for advanced users in that vein and it's called Mr Robot routine. It's in the latest build so you can have a look at it by forcing routine selection. Its not really functional yet, but the basic concept is there. It will show you settings for the skills you have equipped. It runs them all in a generic way so it doesn't care what class you're using. I think the next steps would include a panel to let you drag the order of the skills for a cast priority. And then it may also need the ability to add/edit conditions sort of like how item-list lets you add rules. I think something like that would be fun to play with.
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