Something that's been bugging me for a while is how much more 'defence' (AAD/evades) is generally available compared to 'offence' (AAO/weapon+specials skills), mainly regarding HUD/Utils items. For example:
L3 Defence HUD: +50 AAD, +100 evades = +150 'defence' total
L3 Offence HUD: +60 AAO, +100 damage = +60 'offence' total (the +damage really isn't comparable to +100 evades... +damage is more of a counterpart to +HP imo)
= +150 'defence' vs +60 'offence'
This is also noticeable with other items like the Albtraum HUD/Utils items:
Ancient Defender: +25 AAD, +25 NR, +300 max health, +50 first aid
Infused Ancient Defender: +50 AAD, +30 NR, +500 max health, +60 first aid
Ancient Vision Preservation Unit: +25 AAD, +50% blind resist
Infused Ancient Vision Preservation Unit: +50 AAD, +60% blind resist
For these there aren't really any "equivalent" alternatives as with the research HUDs, the closest I can think of are the likes of the Ancient Combat Tuners and the Ancient Manual Aiming Aids - which only really benefit ranged users and don't really offer anywhere near as much of a boost to a character's offence as the items above do to defence.
I think the +damage modifiers on the offence research HUDs should be moved to the combat research HUDs and the AAO modifier on the offence research HUDs should be increased (+150 AAO for L3) to make them about the same in effect to the defence HUDs. Also the combat tuners etc. should be boosted to give more AAO/weapon & specials skills (they should be useful for melee users too) and perhaps new offence boosting items (DB infused combat tuners/aiming aids?) should be added.