This is the first time I've actually gone to the trouble of amassing Kwamma Cuttle for water breathing potions because the amount of poison damage I'd take from a Hackle-Lo/Luminous Russula combo just isn't worth it.
Hey, couldn't you still drink the poisonous water breathing potion, then immediately cast (or otherwise achieve) a Cure Poison effect on yourself?
Or utilize a Resist Poison effect (which some races have naturally). Since I think those would still work with a potion, knowing you, you may want to "fix" this.
Anyway, glad you're actually playing the game now. Keep up the good work on your mod list and and this mod -- we share a mind for the most part, though you do do some silliness IMO every now and then.
Still love your work, though.
Some requests/tips:
-Character builds: consider enforcing specialization. No jack of all trades. Have the class Specialization be more meaningful. Even though you can mix major/minor/misc skills as you will, you shouldn't be able to master all of the three major fields (Combat, Magic, Stealth). The technicalities are relatively easy to work out -- for example, only Magic-specializing characters can get Destruction, Alteration, Mysticism above 60 (or so) and gain access to certain high-level magic. Perhaps only mage-characters may attempt to self-enchant. Similar things with Long Blade, Armorer, Heavy Armor... for Combat and Sneak, Security, Light Armor... for Stealth. Whether skills are Major, Minor or Misc (or racial, etc) will of course tie into this - the more focused your character is on a skill, the higher maximum level you'll be able to get it to (perhaps you'd only be able to max out skills at -100- that are both Major and are part of your Specialization, for example). If someone still really wants to be more like a jack of all trades, they still can (unnaturally) by putting in some work and sacrificing their Constant Effect buffs for Fortify Skills, for example... The overall design needs to be fleshed out, however.
-Why do you seem to submit to pure-mage characters being simply being inferior? It doesn't have to be this way, and frankly I don't think it'd take all that much work to fix. The main thing they need is more Magicka and/or less cost for spells as skills go up (there are mods that do this already). Note they improved this issue in Oblivion - *every* character there gets at least double the amount of Magicka compared to MW, as well as a pretty strong Magicka regeneration. An Altmer Atronach, for example, also receives a 250 point Magicka bonus on start, in addition to the above (although Atronach negates regeneration, but you can always choose Apprentice instead if needed, for an almost as big a bonus).
I think stuff like tough opponents could be handled with backup skills (if not pure mage), strategy and use of self buffs and enemy debuffs (those spells and effects aren't useless, though some are broken/too costly by default such as Burden), etc. Reflection and Spell Absorption can be countered by having your own Reflection, using buffs and debuffs so you can survive until you can breach the defense, and of course, summoned helpers (Conjuration) and companions. There are options out there, and most definitely I am not even capable of considering them all.
Of course - this is how it seems to me - and I haven't played a pure mage yet, either.
-Reconsider doing something with the multipliers leveling system. Probably similarly to you, I don't, by default, like complicated or script-heavy revamps too much, and it seems using mods like GCD lowers stability. The multipliers issue remains -- it cannot be stressed enough -- it encourages any knowledgeable player to go out of their way to ensure they're not gimping their characters. This gets in the way of actually playing, and while it's interesting and novel at the beginning, it gets old. I often had to abandon quests and other tasks in the middle because oh no, I'm getting close to leveling up. What kind of sense is that? And sense or no sense, it's not fun.
-I guess you've realized this, but you should probably release BTBGI less often, and make more calculated changes. o_O Just look at your pace and changelog.
"1.0 - Initial release. No further versions are planned unless something in this one is broken or something." Well, you're beyond version 12 now, and you're still not near the end and you *still* find things broken. So slowing down the pace is probably a good idea, as there's no hurry forcing to update quickly (AFAIK).
And redheads are hot.