@blemelisk,
sure thing
were there any specific ones you were seeking concrit and workshopping on?
as a general overall feedback in addition to directed feedback on the standouts,
indeed, you're already in the ballpark of the final cost,
to me, you ostensibly undercost by 3-8pts, based on meta,
though some pieces are over-costed as their avg survivability means they won't make the impact.
it's a little like the game show "The Price Is Right" hehe
its an inexact art, though I think you've got the knack of it.
Surf had a neat spreadsheet idea, and that stat-card generator over at gamers had an interesting cost routine.
I think the base was
4pts
non unique 0 SAs
10hp
10def
+4ATK
10dmg.
it's +1pt per 10Hp/1DEF/1ATK until a limit.
its +2~5pts to 20DMG,
and +10pts to 30DMG, then +20~25pts for 40DMG... exponential thereafter.
It's then, count the number of positive and negative SAs, FPs or CEs,
and for each SA over 4 theres a +1-3pt penalty,
negative SAs, and some CEs subtract -1~-5pts.
negative SAs are how to keep a piece around the pricepoint you want.
using the above costing approach,
that's what is leading to the feeling some are undercosted. that, and potential meta combos hehe.
bear in mind though, that algorithm will tend to overcost rather than undercost.
a lot hinges on those metacombos, and the subjective appraisal of what constitutes a positive or negative SA, FP, CE etc.
so,
I think you've achieved what you set out to achieve, blemelisk
namely, to encapsulate these vehicles, without making them 'cookie cutter'.
each offers a genuinely different suite of SAs at a different price point,
which don't overcompete, either with each other, or existing VSET or WotC pieces,
which is a crucial consideration in minis.
As to making vehicles competitive and viable outright,
I think we need staggered activation, and an overhaul of how vehicles and terrain interact,
so as vehicles can demolish terrain etc
that is entirely my own subjective reflection on the direction
vehicles ostensibly oughta head towards hehe.
vehicles that have staggered activation boosts the activations,
and adds a wildcard factor; what might the vehicle do with those acts, in which order?
so, that slight unpredictability is what vehicles have going for them,
in addition to asymmetry or mobility.
contrast that with the Official ATAT, which is predictable thanks to the ponderous relentless hehe.