Look at tempering recipes.
Crit and summon damage bonuses are both 65 %.
Skeleton Mage and Golem damage bonuses are even at 105 %.
I have no idea what you tested, but you tested wrong.
Critical strike damage is a problem because many builds rely on high critical strike chance. Even minion builds don’t utilize Mage, Warrior, or Golem glyphs effectively because you lose a lot of damage.
The Mage glyph gives 35 % on all resistances, which is useless and therefore you miss out on an additional 10%x multiplier. That’s why no one uses this glyph.
A Necromancer with 6000% critical strike damage and 100% crit chance is far superior to a small minion multiplier.
I think you are getting tricked by D4s UI.
The crit damage bonus includes all multipliers, even though they are not getting multiplied twice.
When you are doing damage, all additive damage (that works on that attack) is being added together and after that it is multiplied with all multipliers.
The number the UI shows you for crit is much higher than it is in reality.
In season 9 you can get to 19 ranks to Mage Mastery, which gives a 380 %x damage bonus or a 4.8 multiplier.
The bonus for sacrificing your golem is only 35 %x and that’s a 1.35 multiplier.
However, if critical strike chance were capped at, say, 25%, then that 6000% pure damage multiplier would effectively become 1500%, bringing it more in line with other damage types like DoTs and minion damage.
Because you can make your minions crit 100 % of the time and the multiplicative damage bonus from crit and some additive bonus from crit will be lost with this nerf, you will loose a lot of damage.
Blood Moon Breaches: 1.5
Sacrifice Golem: 1.35
I think you can get to only loose 60 to 70 % of your damage.
So 25 % of the time you are doing full damage and 75 % of the time you are doing about 33.3 % of your damage.
0.25 * 100 % + 0.75 * 33.3 % = 50 %
So you would nerf all minion necro builds by at least 50 %.
By the way, the 6000 % false number in D4s UI would still be 6000 % and it would still be wrong.