I’m pretty sure the main stat change is intended to account for main stat differences from weapons. To clarify, Barbs get 6 weapon “units”, Rogue 4, and the rest 2. With, say, 1,260 main stat before weapons that change gives the following if main stat is on every weapon…
Barb: (1,260 + 540) / 10 = 180%
Rogue: (1,260 + 360) / 9 = 180%
Others: (1,260 + 180) / 8 = 180%
Admittedly, that 1,260 value is cherry picked since it’s the break even point. Below that value it’d be Barb > Rogue > Others. Above it things shift in favor of Others > Rogue > Barb. At something like 2k main stat before weapons, assuming every weapon has it…
Barb: (2k + 540) / 10 = 254%
Rogue: (2k + 360) / 9 = ~262.2%
Others: (2k + 180) / 8 = 272.5%
As can be seen, the “others” get the most here. Followed by Rogue and then Barb. Yet, the values are still somewhat close.
Obviously this doesn’t account for differences elsewhere. From affixes, tempers, gems, aspects… Even more flexibility from greater offensive aspect space. It does account for part of it.
As for my own thoughts… I don’t understand the aversion to giving each class the same number of equippable item slots. It’s not as if “moar weapons” is a worthwhile way to provide thematic flavor to a class. Even if it was, “different weapons” is marginally better.
Plus, even if they manage to adjust 14 million areas to account for the discrepancy the problem is likely to be a recurring issue. Proper solutions solve problems with more permanence.
The third reason is aspect space flexibility. Anyone that has played a Druid/Necro/Sorc and a Barb understands the gap here. The crystal ball says this particular problem is going to get progressively worse as more stuff finds it’s way into the game.
So… just give every class the same # of slots? It doesn’t *really *cost anything, it would solve the problem caused by the gap without constant babysitting and addresses a tangential problem in the process.
Will they? Probably not… Instead they’ll probably double down… Gotta save face and all that.