A Categorization of Every Documented Change to SWG, Version 1
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=37865
2004/09/01
I've repeatedly claimed over the past year that SOE plays favorites by spending most of its development time tweaking combat skills instead of improving crafting and other skills I think are (at least) equally worthwhile. But recently I got to wondering if that was really true. How do I know whether the facts support this charge?
Well, I didn't know. So I decided to find out.
I've spent the past several weeks reading every single Update Note that SOE has made available to us, categorized every single change by type, player ability affected, game feature affected, and profession affected, and calculated the numbers and percentages of each change.
This statistical breakdown is the result. Instead of guesswork and speculation, these numbers provide reasonably good factual information for us to base our opinions on.
Why did I go to all this trouble?
Because although there are some developer decisions with which I disagree, I still think SWG is a good game, and I want it to succeed. So when I say something critical about the kinds of changes that have been made to SWG thus far, I want that criticism to be based on facts, not speculation. Not only is that simple fairness, it's what gives weight and validity to a point of view.
Just to be clear about this, I want to stress: I did not go into this process with any intention of reaching a predetermined conclusion, nor is any of this information provided as an attempt to annoy or embarrass SOE or LucasArts or anyone else.
Just the opposite, in fact; my intention is to be as honest and thorough as possible in categorizing each change in order to avoid being unfair to SOE/LucasArts. And my hope is that each of us will be able to use these numbers to inform our discussions of the changes SOE makes. Our observations and suggestions will carry more weight if they're based on factual data instead of on feelings and guesses.
So if any of these numbers confirm or refute certain beliefs you hold about SOE's intentions toward this game, so be it. If nothing else, they're a starting point for moving us toward a more accurate understanding of SWG's evolution and current status. (If you have doubts about the honesty of my statistical breakdown, well, you're always free to create your own.)
Finally, you may notice that with one exception (explained in the "Methodology" section) these are just raw numbers -- I haven't included my own detailed analysis of these numbers. This is deliberate. Before I uncork my opinions on you, I'm curious to hear what you think.
Do these numbers confirm some of your beliefs about the changes made to SWG so far?
Do any of these numbers surprise you?
Were there any categories I should have tracked that aren't listed here?
Should I have gone through this process at all?
Let me know what you think.
SWG CHANGE STATISTICS AS OF 2004/08/31 (Publish 10.0)
ALL CHANGES BY TYPE
|
TYPE |
CHANGES |
PERCENT |
|
Add |
269 |
14% |
|
Mod |
874 |
45% |
|
Fix |
792 |
41% |
CHANGES BY PLAYER CHARACTER ABILITIES
|
PLAYER ABILITY TYPE |
CHANGES |
PERCENT |
ADD |
MOD |
FIX |
|
Combat |
599 |
45% |
88 |
287 |
221 |
|
Crafting/Manf/Repair/Sales |
376 |
28% |
53 |
163 |
154 |
|
Medical (Healing) |
50 |
4% |
6 |
27 |
15 |
|
Sampling/Surveying/Mining |
49 |
4% |
4 |
26 |
19 |
|
Entertaining |
24 |
2% |
4 |
13 |
7 |
|
Force |
23 |
2% |
5 |
10 |
8 |
|
Other Abilities |
211 |
16% |
32 |
115 |
64 |
CHANGES BY PROFESSION
|
PROFESSION |
CHANGES |
PERCENT |
ADD |
MOD |
FIX |
LOVE |
|
Jedi |
82 |
10.0% |
30 |
29 |
23 |
231 |
|
Creature Handler |
99 |
12.1% |
6 |
47 |
46 |
170 |
|
Droid Engineer |
45 |
5.5% |
12 |
12 |
11 |
95 |
|
Ranger |
40 |
4.9% |
5 |
23 |
12 |
83 |
|
Scout |
39 |
4.8% |
3 |
29 |
7 |
80 |
|
Merchant |
31 |
3.8% |
9 |
10 |
12 |
77 |
|
Bio-Engineer |
43 |
5.2% |
2 |
22 |
19 |
73 |
|
Bounty Hunter |
39 |
4.8% |
3 |
20 |
16 |
71 |
|
Armorsmith |
38 |
4.6% |
3 |
19 |
16 |
69 |
|
Artisan |
29 |
3.5% |
7 |
9 |
13 |
66 |
|
Commando |
31 |
3.8% |
2 |
21 |
8 |
60 |
|
Image Designer |
19 |
2.3% |
8 |
7 |
4 |
58 |
|
Brawler |
31 |
3.8% |
2 |
18 |
11 |
57 |
|
Weaponsmith |
33 |
4.0% |
1 |
19 |
13 |
56 |
|
Chef |
14 |
1.7% |
6 |
6 |
2 |
44 |
|
Politician |
13 |
1.6% |
5 |
5 |
3 |
38 |
|
Medic |
20 |
2.4% |
1 |
13 |
6 |
37 |
|
Architect |
14 |
1.7% |
4 |
7 |
3 |
37 |
|
Combat Medic |
19 |
2.3% |
1 |
12 |
6 |
35 |
|
Rifleman |
14 |
1.7% |
1 |
12 |
1 |
30 |
|
Smuggler |
16 |
1.9% |
1 |
9 |
6 |
29 |
|
Teras Kasi |
15 |
1.8% |
0 |
11 |
4 |
26 |
|
Pistoleer |
13 |
1.6% |
1 |
9 |
3 |
26 |
|
Entertainer |
12 |
1.5% |
2 |
5 |
5 |
25 |
|
Doctor |
8 |
1.0% |
2 |
4 |
2 |
20 |
|
Musician |
12 |
1.5% |
0 |
7 |
5 |
19 |
|
Dancer |
8 |
1.0% |
2 |
3 |
3 |
19 |
|
Tailor |
9 |
1.1% |
1 |
5 |
3 |
18 |
|
Pikeman |
8 |
1.0% |
0 |
8 |
0 |
16 |
|
Carbineer |
10 |
1.2% |
0 |
3 |
7 |
13 |
|
Marksman |
6 |
0.7% |
1 |
1 |
3 |
10 |
|
Fencer |
5 |
0.6% |
0 |
4 |
1 |
9 |
|
Swordsman |
4 |
0.5% |
0 |
4 |
0 |
8 |
|
Squad Leader |
2 |
0.2% |
0 |
1 |
1 |
3 |
GAME FEATURES CHANGED
|
FEATURE |
CHANGES |
ADD |
MOD |
FIX |
|
Missions/Quests |
127 |
24 |
44 |
59 |
|
Grouping |
47 |
5 |
20 |
22 |
|
Insurance |
5 |
0 |
5 |
0 |
|
Cloning/Incap/Player Death |
34 |
1 |
13 |
19 |
|
Griefing/Exploit |
38 |
1 |
0 |
36 |
|
Character Maintenance |
28 |
9 |
14 |
5 |
|
Badges |
10 |
4 |
3 |
3 |
|
Pas |
10 |
0 |
5 |
5 |
|
PvP |
45 |
14 |
17 |
14 |
|
GCW |
85 |
23 |
30 |
32 |
|
Faction |
63 |
11 |
30 |
22 |
|
Loot |
39 |
8 |
19 |
12 |
|
XP |
64 |
2 |
38 |
24 |
|
Money |
45 |
4 |
21 |
20 |
|
HAM/Stats/Buffing |
80 |
8 |
47 |
25 |
|
Species |
25 |
5 |
7 |
13 |
|
Skills/Commands |
106 |
12 |
54 |
39 |
|
Skill Training |
8 |
2 |
2 |
4 |
|
Macros |
2 |
0 |
0 |
2 |
|
Inventory/Containers |
79 |
6 |
24 |
49 |
|
Spice/Food/Drink |
26 |
7 |
11 |
8 |
|
Clothing |
28 |
1 |
11 |
16 |
|
Armor |
64 |
8 |
31 |
24 |
|
Weapons |
177 |
23 |
104 |
50 |
|
Other Objects |
19 |
6 |
8 |
5 |
|
Faction Pets |
15 |
0 |
8 |
7 |
|
Droid Pets |
95 |
13 |
33 |
39 |
|
Creature Pets |
143 |
5 |
70 |
66 |
|
Mounts |
15 |
5 |
4 |
6 |
|
Vehicles |
35 |
7 |
7 |
21 |
|
Factional Installations |
69 |
3 |
33 |
33 |
|
Harvesters |
40 |
2 |
20 |
18 |
|
Factories |
38 |
2 |
19 |
17 |
|
Crafting Stations/Tools |
19 |
0 |
6 |
13 |
|
Vendors |
56 |
6 |
18 |
32 |
|
Houses/PA Halls/Cantinas/Theaters/Tents |
83 |
8 |
33 |
42 |
|
Shuttleports/Starports/Garages |
16 |
4 |
6 |
6 |
|
Parks/Gardens/Monuments |
5 |
0 |
4 |
1 |
|
Player Cities |
42 |
6 |
19 |
17 |
|
Creature/Droid Mobs |
113 |
14 |
53 |
44 |
|
NPCs |
128 |
33 |
43 |
50 |
|
AI |
32 |
0 |
14 |
16 |
|
Spawning |
52 |
10 |
18 |
24 |
|
Text |
111 |
9 |
55 |
47 |
|
UI |
216 |
32 |
105 |
79 |
|
Chat |
21 |
4 |
7 |
10 |
|
|
12 |
3 |
6 |
3 |
|
Trading |
13 |
3 |
4 |
6 |
|
Toolbar |
2 |
1 |
1 |
0 |
|
Datapad |
15 |
3 |
4 |
8 |
|
Maps/Radar/Waypoints |
35 |
9 |
16 |
10 |
|
Travel/Movement |
70 |
5 |
24 |
39 |
|
Bazaar |
28 |
1 |
16 |
11 |
|
Bank |
7 |
1 |
3 |
3 |
|
Theme Parks |
16 |
3 |
4 |
9 |
|
Dungeons |
40 |
17 |
7 |
16 |
|
Battlefields |
11 |
0 |
5 |
6 |
|
World: Planets |
62 |
27 |
17 |
17 |
|
World: NPC Cities |
36 |
16 |
11 |
9 |
|
World: NPC Buildings |
3 |
0 |
0 |
3 |
|
World: Objects |
52 |
8 |
17 |
26 |
|
World: POIs |
4 |
2 |
0 |
2 |
|
World: Resources |
29 |
5 |
13 |
11 |
|
World: Economy |
16 |
1 |
8 |
7 |
|
World: Events |
19 |
12 |
5 |
2 |
|
Tutorial/New Player Experience |
14 |
1 |
6 |
7 |
|
Login/Logout/Loading |
26 |
2 |
9 |
15 |
|
Technical: Visual |
133 |
17 |
46 |
70 |
|
Technical: Sound |
11 |
3 |
3 |
5 |
|
Client |
49 |
4 |
17 |
28 |
|
Server |
38 |
0 |
17 |
21 |
|
Gifts |
6 |
5 |
0 |
1 |
|
Customer Service/Knowledge Base |
19 |
9 |
5 |
5 |
|
Correspondent Issues |
40 |
7 |
19 |
14 |
METHODOLOGICAL NOTES
1. These numbers were obtained by entering every officially documented change (as described in the Update Notes section of the Official SWG website) into an Excel spreadsheet, then going over every single item to categorize the type of change made and the game systems affected by that change. I then used Excel's calculation functions to count the number of changes made for each system, both as a raw number and as a percentage within that change class.
2.
Changes were broken down into four "classes":
a. changes by type (new features, modifications to existing features, and
bugfixes)
b. changes by player abilities (combat, crafting, entertaining, healing, etc.)
c. changes by game feature (travel, PvP, vendors, NPCs, vehicles, etc.)
d. changes by profession (Marksman, Architect, Ranger, etc.)
3. These numbers reflect only the changes that have been officially documented in the Update Notes section of the official SWG website. "Stealth" changes were not included (except as noted in Note 4).
4. In only a very few cases have I actually added a change that was not listed in the official Update Notes. One was the inclusion of the first swoop racing circuit (the Agrilat Fire Swamp circuit on Corellia), which I assigned to Publish 9.1 on July 19, 2004. The other two or three additions were clarifications of the changes made to support the new Force Sensitive system in Publish 10.
5. Not
all numbers add up across the various breakdowns, or even with a particular
breakdown type. There are three primary reasons for this:
a. Not every change that could be categorized as an Add, Modify, or Fix could
also be categorized as to game feature or affected profession.
b. Although I did my best to be accurate and objecting in categorizing changes,
there are without question some errors and subjective decisions, particularly
with regard to which game features were affected by any given change.
c. Roundoff error may prevent some groupings from summing to exactly 100%.
6. Some changes were listed more than once in the official update notes. In cases where this duplication was obvious, I have removed one of the duplicate listings. In cases where there was any question of whether a second change listing was a duplicate, I have included both changes.
7. When deciding whether to categorize a particular change as a "bug fix," a modification to existing features, or a new feature, I've given the developers the benefit of the doubt. If they described the change using a word like "fixed," I categorized it as a Fix; if they used the word "added," I categorized it as an Add; if they used words like "adjusted" or "modified," I categorized it as a Mod. In all other cases, only when a change was clearly identifiable as a bugfix did I categorize it as such -- when there was any doubt, I categorized it as a Mod. Similarly, any change that added new functionality was categorized as an Add.
8. The "Love" statistic in the list of changes to professions is the one place where I'm being a little bit analytical -- basically it's just me having a bit of fun. What I'm trying to do here is show which professions have received the most valuable types of developer attention by giving different weightings to the three types of change. It's calculated as follows: Love = (Adds * 5) + (Mods * 2) + Fixes. Although I've ranked the professions by Love, you're free to use the raw Add/Mod/Fix numbers I've provided to generate your own weighted "Love" calculation.
9. Don't take these numbers as gospel. They are an honest attempt to fairly categorize the kinds of changes that have been made, but although I did my best to be objective, ultimately this is just my interpretation of how to categorize the changes made to SWG. So don't get hung up on specific numbers as absolutes -- try to look at the changes in relation to each other. For example, it's totally irrelevant that Faction Pets and Mounts both have 15 changes... but it's interesting that among the 241 changes to Creature/Droid Mobs and NPCs, only about one-eighth of those changes (32) concerned AI.
10. As of the most recent live patch (August 31, 2004), the total number of changes made was 1947. Given that there are 429 total days between the date of the first official patch (June 29, 2003) and the last patch, that's an average of nearly five changes PER DAY. (The average is even higher if you don't count weekends and holidays.) That's a fairly astonishing number of changes for any commercial product. We may fairly question whether so many changes are being made so rapidly that they're not all being tested properly. We may also reasonably question the focus and priorities of which particular changes are made rather than others. But given these numbers, it's clearly not fair to charge the developers with not doing enough to support and improve this game.
2004/09/01
Aakhperkare wrote:
The love factor for CH's is COMPLETEly out of whack. It wasn't love, it was a
nerf...your statistics are borked...
C'mon, why not tell us what you really think...?
Well, fine; if you don't like that calculation, how about one where every Mod (which is the most common location for nerfs) is weighted by -1 when calculating Love?
CHANGES BY PROFESSION
|
PROFESSION |
CHANGES |
PERCENT |
ADD |
MOD |
FIX |
LOVE |
|
Jedi |
82 |
10.0% |
30 |
29 |
23 |
144 |
|
Droid Engineer |
45 |
5.5% |
12 |
12 |
11 |
59 |
|
Merchant |
31 |
3.8% |
9 |
10 |
12 |
47 |
|
Artisan |
29 |
3.5% |
7 |
9 |
13 |
39 |
|
Image Designer |
19 |
2.3% |
8 |
7 |
4 |
37 |
|
Creature Handler |
99 |
12.1% |
6 |
47 |
46 |
29 |
|
Chef |
14 |
1.7% |
6 |
6 |
2 |
26 |
|
Entertainer |
12 |
1.5% |
2 |
5 |
5 |
25 |
|
Politician |
13 |
1.6% |
5 |
5 |
3 |
23 |
|
Architect |
14 |
1.7% |
4 |
7 |
3 |
16 |
|
Ranger |
40 |
4.9% |
5 |
23 |
12 |
14 |
|
Bounty Hunter |
39 |
4.8% |
3 |
20 |
16 |
11 |
|
Dancer |
8 |
1.0% |
2 |
3 |
3 |
10 |
|
Doctor |
8 |
1.0% |
2 |
4 |
2 |
8 |
|
Bio-Engineer |
43 |
5.2% |
2 |
22 |
19 |
7 |
|
Marksman |
6 |
0.7% |
1 |
1 |
3 |
7 |
|
Carbineer |
10 |
1.2% |
0 |
3 |
7 |
4 |
|
Brawler |
31 |
3.8% |
2 |
18 |
11 |
3 |
|
Tailor |
9 |
1.1% |
1 |
5 |
3 |
3 |
|
Smuggler |
16 |
1.9% |
1 |
9 |
6 |
2 |
|
Armorsmith |
38 |
4.6% |
3 |
19 |
16 |
1 |
|
Squad Leader |
2 |
0.2% |
0 |
1 |
1 |
0 |
|
Weaponsmith |
33 |
4.0% |
1 |
19 |
13 |
-1 |
|
Combat Medic |
19 |
2.3% |
1 |
12 |
6 |
-1 |
|
Pistoleer |
13 |
1.6% |
1 |
9 |
3 |
-1 |
|
Medic |
20 |
2.4% |
1 |
13 |
6 |
-2 |
|
Musician |
12 |
1.5% |
0 |
7 |
5 |
-2 |
|
Commando |
31 |
3.8% |
2 |
21 |
8 |
-3 |
|
Fencer |
5 |
0.6% |
0 |
4 |
1 |
-3 |
|
Swordsman |
4 |
0.5% |
0 |
4 |
0 |
-4 |
|
Rifleman |
14 |
1.7% |
1 |
12 |
1 |
-6 |
|
Scout |
39 |
4.8% |
3 |
29 |
7 |
-7 |
|
Teras Kasi |
15 |
1.8% |
0 |
11 |
4 |
-7 |
|
Pikeman |
8 |
1.0% |
0 |
8 |
0 |
-8 |
Or if you're just determined to find some way to prove that the developers hate your favorite profession, how about a calculation where Mods and Fixes are considered pure essence of evil and penalized at -1 each?
CHANGES BY PROFESSION
|
PROFESSION |
CHANGES |
PERCENT |
ADD |
MOD |
FIX |
LOVE |
|
Jedi |
82 |
10.0% |
30 |
29 |
23 |
98 |
|
Droid Engineer |
45 |
5.5% |
12 |
12 |
11 |
37 |
|
Image Designer |
19 |
2.3% |
8 |
7 |
4 |
29 |
|
Merchant |
31 |
3.8% |
9 |
10 |
12 |
23 |
|
Chef |
14 |
1.7% |
6 |
6 |
2 |
22 |
|
Politician |
13 |
1.6% |
5 |
5 |
3 |
17 |
|
Artisan |
29 |
3.5% |
7 |
9 |
13 |
13 |
|
Architect |
14 |
1.7% |
4 |
7 |
3 |
10 |
|
Dancer |
8 |
1.0% |
2 |
3 |
3 |
4 |
|
Doctor |
8 |
1.0% |
2 |
4 |
2 |
4 |
|
Marksman |
6 |
0.7% |
1 |
1 |
3 |
1 |
|
Entertainer |
12 |
1.5% |
2 |
5 |
5 |
0 |
|
Tailor |
9 |
1.1% |
1 |
5 |
3 |
-3 |
|
Squad Leader |
2 |
0.2% |
0 |
1 |
1 |
-2 |
|
Pistoleer |
13 |
1.6% |
1 |
9 |
3 |
-7 |
|
Fencer |
5 |
0.6% |
0 |
4 |
1 |
-5 |
|
Swordsman |
4 |
0.5% |
0 |
4 |
0 |
-4 |
|
Rifleman |
14 |
1.7% |
1 |
12 |
1 |
-8 |
|
Pikeman |
8 |
1.0% |
0 |
8 |
0 |
-8 |
|
Carbineer |
10 |
1.2% |
0 |
3 |
7 |
-10 |
|
Ranger |
40 |
4.9% |
5 |
23 |
12 |
-10 |
|
Smuggler |
16 |
1.9% |
1 |
9 |
6 |
-10 |
|
Musician |
12 |
1.5% |
0 |
7 |
5 |
-12 |
|
Combat Medic |
19 |
2.3% |
1 |
12 |
6 |
-13 |
|
Medic |
20 |
2.4% |
1 |
13 |
6 |
-14 |
|
Teras Kasi |
15 |
1.8% |
0 |
11 |
4 |
-15 |
|
Brawler |
31 |
3.8% |
2 |
18 |
11 |
-19 |
|
Commando |
31 |
3.8% |
2 |
21 |
8 |
-19 |
|
Armorsmith |
38 |
4.6% |
3 |
19 |
16 |
-20 |
|
Bounty Hunter |
39 |
4.8% |
3 |
20 |
16 |
-21 |
|
Scout |
39 |
4.8% |
3 |
29 |
7 |
-21 |
|
Weaponsmith |
33 |
4.0% |
1 |
19 |
13 |
-27 |
|
Bio-Engineer |
43 |
5.2% |
2 |
22 |
19 |
-31 |
|
Creature Handler |
99 |
12.1% |
6 |
47 |
46 |
-63 |
There, now Creature Handlers show up as appropriately punished. Better?
(Of course, Jedi are still the golden children of SWG. Even more interesting, Squad Leaders don't look too bad in this light, do they?)
The moral is that you can make numbers do anything you want. That's why no one should put much stock in the "Love" rating (I certainly don't).
Again: I encourage everyone to focus on the raw numbers -- but don't read too much into them. The point of this survey isn't to prove that anyone's favorite profession or game feature has been treated shabbily; it's to get a better idea of overall trends.
2004/09/03
Just to offer an idea of whether my categorizations made any sense, here are the specific assignments I made for Ranger. (Note: These aren’t all changes in each release – just the ones for Rangers.)
Publish
1.0
Add Mod Fix
1 Missions:
New Artisan, Entertainer and Explorer mission terminals
Publish
2.0
Add Mod Fix
1 Fixed an involuntary
PvP exploit with /rescue
1 The cost to craft
camps has been increased
1 Each scout in a group
with loot permissions may harvest from a corpse
1 Harvested group kills
yield 60% their normal resources and XP
1 Fishing now grants
Wilderness Survival XP for catching fish
1 Camp XP accumulation
rates have been increased
1 Scouts now get
survival XP for crafting camps and traps
1 Base equation for
maskscent changed to check on maskscent skill mod
1 Delay to mask scent
again now reduces as maskscent skill mod increases
1 Much more likely to
successfully maskscent if prone, slightly less likely if running
1 XP rewards for
maskscent have been lowered, given that success rates have increased
1 Increased cost of some
Ranger skills because they were too low
1 New Ranger
command: /conceal -- apply high quality camouflage to himself and others
1 Ranger's ability to
see the special attacks of creatures via examine has been fixed
1 Ranger's Field
Bioscience skill tree has been renamed Tracking
1 New Ranger
Ability: /areatrack -- local clues help determine identity of nearby creatures
Publish
2.6
Add Mod Fix
1 Restored creature
resource harvesting to previous levels
1 Ranger areatrack: no
longer lists you when you look for players
1 Ranger areatrack: has
a much shorter delay in returning results
1 Ranger areatrack:
displays non unique NPC names correctly
1 Ranger areatrack:
displays the 50 closest results in crowded areas
1 Ranger areatrack: no
longer displays items with an invalid distance of -1m
1 Ranger areatrack:
ignores pets and vendors
Publish
3.0
Add Mod Fix
1 The flora component of
camo kits has been removed
1 Camo kits now yield
more uses and have a wider experimentation range
1 Camo kits now work
properly when crafted in a factory
1 The duration for
conceal has been fixed, it was half what it should have been
1 Notification when a
creature begins to stalk them
1 Non-aggro creatures
will not attack you when mask scent or conceal breaks
1 Aggro creatures only
attack when maskscent or conceal breaks within 40 meters
1 Fixed creatures
breaking maskscent/conceal when scout/ranger leaves interest radius
Publish
4.0
Add Mod Fix
1 Crafting camo kits no
longer requires flora components
Publish
5.0
Add Mod Fix
1 Mask scent and conceal
no longer break in combat
Publish
6.0
Add Mod Fix
1 Fixed Level display
when Ranger/Scout examines a crafted pet
1 Players can now milk
certain herbivores
1 You must be scent
masked or concealed to milk
Publish
7.0
Add Mod Fix
1 Fix to show a creature
to show as tamable if it is ever possible for a baby to be spawned
1 Fixed Level display
when Ranger/Scout examines a crafted pet
Publish
8.0
Add Mod Fix
1 Fixed a problem where
traps could not be thrown indoors
TOTALS
Add Mod Fix
5 23 12 = 40 total changes
You're free to question any of these categorizations, of course. I'm under no illusion that everyone would agree with the way I did things -- my only assertion is that I think I came close enough to good objectivity and accurate assessment to make these numbers generally useful.
As I said, anyone who think I'm cooking the numbers or just boneheaded in my categorizations is totally free to put together their own analysis!
As to your specific objections: I can't disagree with any of them. High-quality camps are indeed one of the key abilities of Rangers, and are now considerably less useful after the new features given to other professions.
It's a shame that Scouts and Rangers don't have abilities allowing them to play a more useful role in SWG -- especially roles with a real Star Wars flavor.