You know perfectly well almost nothing in 2e is written with anywhere near the level of rigor you're demanding. That's exactly why I'm going through clarifying things - first you wish me good luck, then you scornfully dismiss that project as irrelevant?
I'm wishing you good luck with having to go through and change all the Charms. This is, to me, crazy, because it does not allow me to get something of suitable quality in play in a reasonable amount of time. If you don't think that's crazy, that's your call and I'm not going to tell you to stop. Maybe you have a different conception of "suitable quality" or "reasonable amount of time", or you're doing it for fun for its own sake rather than to have a playable table ruleset you can use within the next few weeks, again, that's your call.
I have no reason to hope you will fail, so I genuinely wish you good luck, but I equally genuinely don't think you'll succeed (going off my personal metrics for 'succeeds' as stated above, which I set myself when I tried to rewrite Exalted 2). I'm bringing up the thought experiment about decoupling because IMO that approach is more likely to succeed.
By the book, use of the mass combat system is not appropriate even when real armies are present, if (ultimately at the ST's sole discretion) they're just a backdrop to the primary conflict. I am providing thoroughly researched advice to guide that ST discretion, a metric system to define "kilogram" in place of "heap," clearing out or at least flagging that minefield you've complained about for... what, more than a decade now? Please don't follow me around reinstalling mines out of spiteful nostalgia.
You are quoting GM advice.
GM advice is not hard rules, no matter how strongly worded. Anything I had to do to fix a systemic problem with the use of GM authority
still leaves me with a systemic problem. Like, if you go "I think you're pulling my fucking leg trying to declare Join War with your pet rat, so I forbid you to do that" that is
the absolutely correct call for you to make as the GM running that game to prevent said game from going off the rails, but it's still got nothing to do with the fact that the Join War action has no meaningful mechanical restrictions.
To use the minefield analogy, the fact that the book itself contains a warning such that the metaphorical mine is not concealed but illuminated with flashing danger lights doesn't particularly matter, it's still a mine which shouldn't be there. Less dangerous than a hidden one, but still a live explosive device.
This is blatantly false. In 2.0 natural mental influence cannot cost more than two willpower per scene. With the 2.5 "errata," spending willpower to resist NMI just once (though it might cost up to five, with enough threshold successes) makes you immune to further social attacks from the same source for the rest of the scene, improves defenses against others, and combos don't automatically require willpower anymore regardless.
Wrong, you can stunt to change the subject to bypass immunity, it's not blanket immunity but subject-specific. Start by compelling them to do something they absolutely will not do (based on what you've learned about them through other means) twice, force them to spend two Willpower, stunt to change the subject to something equally abhorrent but not related to the prior subject, repeat until target is zeroed. The only legal defense against this outside Charms is to call Join Battle and try to kill them the moment you realise they can beat your MDDV. The existence of this trick is why the 2.5 errata contains that new section about being immune to a
source.
This is rules-legal but will almost certainly be shut down by a decent GM with GM authority for being blatantly exploitative. What I keep pointing out here is that the GM's ability to use their authority to shut down an abusive usage of the rules
does not absolve the system for allowing it to happen in the first place. If I talk about rules problems, I am explicitly excluding GM actions, because the reason I point out rules problems is that every rules problem that the GM solves with GM authority is using up a limited resource (GM attention) that should be allocated to doing things that only the GM can do as opposed to patching mechanical holes.
If it helps to frame this, think of everything I point out as happening under
adverse QA test conditions, rather than the happy path where the user does everything right. If you, the user, are going to do everything right because you know about all the mines beforehand, you don't need to listen to me.
Oh, since you brought this up earlier, my spite meter gains spite whenever I, the GM, had to use my limited time/attention resource to patch mechanical holes rather than think up cool NPCs or geek out over what I think the geopolitical equilibrium of the Scavenger Lands will look like after my players' Solar Circle knocks over Denandsor. It gained a lot of charge, so I'm afraid it leaks a bit.