Gonna need some omake power or some nuclear argument bombs methinks...
Well, hopefully I made a decent start of it earlier with my tactics essay (although the lesson of history is that Rihaku probably wasn't impressed).
The big factors I have are that getting more Cultivation modifiers now, at the start of Nameless' adventures is so valuable. They unlock so many things.
If we're worried about getting more of anything done in the next few objective years, we can use the freed up time and extra essence to make artifacts that boost Potentiation and Quickening, getting more time to do whatever we want. Those extra years of time can be used to develop novel esoteric Diagram spells to kill the heroine, which we can then artifact enhance as we have the extra essence, for example.
It's also a gift that gives on giving. Extra cultivation speed unlocks extra cultivation speed, as, once again, we can make cultivation boosting artifacts, or artifacts to boost the spells that boost cultivation speed. This means it's a strongly compounding power up.
If you're worried about powering up our lieutenants, we can use that extra time not only to make them extra artifacts but also to design custom Cultivation arts, as we did for Xiaoling
It also gives us more time to adventure, so that we can find more Priceless Treasures, which we can use as bait for scams to get more power, given to our party to power them up, or to cement other alliances that we make as we become more of a player on the Empire's political scene.
Basically, Cultivation multipliers are the gift that keeps on giving and giving and giving, for years, before and after the Heroine is born. By contrast, esoteric Diagram attack magic is much less uselfull until the Heroine turns eighteen, and even then we'd need to be powerful enough to overcome the guardians that Fate has no doubt seen fit to provide her with. We need some, but they're a secondary priority after actually being able to kill her in the first place. They're also something that Cultivation multipliers gives us the ability to develop on our own, while the reverse is not true.
On pretty much all counts, at this particular stage of our adventuring time, Cultivation Multipliers seem like they should overwhelmingly be our priority. The point about one way substitutability is key. Cultivation Multipliers can give us esoteric attack modes 'for free'*. The reverse is not true.
* By free, I mean in the extra time the Cultivation multipliers give us.
Something to consider: how is the protection of any major organization enforced? What steps specifically have to happen in the event of an actor defecting against the social status quo, for retribution to be carried out successfully? The limits of the practical do circumscribe the otherwise substantial defense that the names of Yong and Ming provide, moreso when far from either.
Well, we'd clearly need to get the local Bank of Yong to send several sealed messages back home apparently telling them what we were planning on doing.
The best defence is also something we don't need to use. It's best used as a deterrent. If push comes to shove, they'd probably take the risk of silencing us and hoping to get away with it, so what we need to do is carefully calibrate how far extra the protection allows us to push them, and not treat it like a blank check. It's a tool like any other, and no tool is infallible.
Nameless' father taught him this. We're most powerful when we offer both the carrot of it being advantageous to cooperate with the threat that the consequences of playing rough aren't worth it when they're going to profit anyway.
Generally, people defect when they lack trust in the system. Either they lack trust in the punishment they'll receive for defecting, or in the reward they'll receive for playing by the rules. We just need to act in a way that preserves that trust.