As “doing something about mobility” was specifically mentioned in the Q&A, I just want to present more clearly some ideas on the subject that was discussed in this thread A proposal on how to rebalance skills
The problem is that PP soldiers can have too much mobility. Some maths to illustrate this:
The tiles that can be moved at the cost of 1 AP is soldier’s speed/4. So a soldier with speed 16 can move 4 tiles per AP, or 16 tiles if he uses all the AP for movement.
If the same soldier uses dash to move, he can move 12 tiles (16 * 3/4) per AP, or 48 tiles if he uses all the AP for dash movement.
Now, if the same soldier is frenzied when he dashes he can move 12 *1.5 = 18 tiles, or 72 tiles if he uses all the APs for dash movement.
That’s already arguably too much, given that most maps are around 45 tiles in length.
And that’s with a completely unoptimized build, of average speed.
Take a build with top speed (25), speed leg mutation (+5 to speed, so 25+5=30) and light body armor (+2, so 30+2 = 32), add frenzy (32 * 1.5 = 48) and make him dash: he will move 48 * 3/4 = 36 tiles with a single AP (and 144 tiles using all APs)! That means that on most maps the player can arbitrarily choose any spot and teleport the soldier there at the cost of 1 AP and 4 WP, or 2 AP 8 WP max.
(And this is without taking into account blood lust buff…)
This is the “too much mobility problem”, because it makes distances absolutely irrelevant for the player.
One possible solution is to cap speed (for example, at 20) and have frenzy add + 10 to speed, instead of +50% to speed.
So a soldier with 20 speed can move, with a single dash, 15 tiles (20 * 3/4), or 60 tiles with 4 dashes, and being frenzied or wearing light armor will not make him any faster, but having a speed above 20 will allow him to move at top speed while wearing heavy armor.
Frenzy and light armor then become alternative means to increase mobility for soldiers that have lower speed.