I think you are mistaking me for someone else. The post you quoted was the first and only one I made after the update dropped.
The thing with veterans is that they are more then just dudes with better weapons. They are veterans, most skilled and exprienced members of the chapter. You can not compesate for the lack of skill with better equipment, especially so given our sharply limited ability to actually make new stuff (and Fuck you too, Smilnay and Milan)
That was more a general set of questions to the audience, and I addressed it to you because you were the most recent. As for the skill vs gear compensation; you're right, you can't do a straight 1-for-1 translation. There are hard limits to both.
Which is why we did this;
-Weapon Skill: 5 14/600
-Ballistic Skill: 4 228/500
-Strength: 4
-Toughness: 5 120/600
-Perception: 5 90/600
-Agility: 6 121/700
-Intelligence: 5 84/600
-Willpower: 5 397/600
-Fellowship: 4 360/500
That WS and BS used to be 2. That toughness was 4. Almost all the other stats were lower back during those high-casualty fights. We have more Techmarines, more Chaplains, more Apothecaries for the post-battle rolls than we did before. And even then, bad dice rolls were responsible for a portion of it.
We already took corrective actions against everything,
except gear, that caused those casualties people are promoting as proof of a need for one or the other. Almost all the big campaigns you're quoting were a long time ago, both in game and IRL, and back then our skill was such shit that no quantity of equipment would have given us significantly better results.
But we fixed that.
And when the time comes to roll the dice, every single Veteran Squad we have is going to be better than that, because that's how the quest mechanics work. You want Veterans with more Weapon Skill and Agility for assaults? You're getting that regardless of 1st or 10th because 1st Company is split between Vanguard and Sternguard, while 10th is split between Sharpshooters and Vanguard.
A presence or lack of skill in any capacity is not what's being changed with this decision, because the organization of skill between melee or ranged in the elite company is the same.
So if skill is something that is addressed elsewhere outside this decision (which it is), then the difference between the two is gear, tactical preference, and numbers. The former is something neither 1st nor 10th is going to fix, the latter is changed by reassigning squads to theatres as desired, and the middle is just a question of which dice rolls the QM chooses to make when planning the campaigns in the background.
Since gear and numbers is something we fix outside of this decision, it comes down to which numbers do we want the QM rolling against most often. Those numbers should be our best numbers.