This makes it even more important to have all of the best tools at your disposal during the development process! With zero playtesting before release, I was to accurately predict ship performance better than the developers in the above cited instances (I am judging that I did a better job in these instances than the developers because I am assuming that they intended for the ships to be costed / balanced appropriately). I'm obviously not saying to throw playtesting out the window, on the contrary. But rather you really want a more well-rounded set of tools to analyze balance than simply throwing ships on the table and getting a relatively small sample size of empirical performance.
I do not want to be rude or anything else, but I have the impression that you feel the need that you are good at stats/that your model has predicted things very often. You do not need to state it at every post, despite the obvious interest that you work has (and that I recognize). Thanks.
My apologies. The point was to use it as a premise to reach the conclusion that:
Part of the reason we are in such a strong paper / rock / scissors dynamic is because the developers have relied on empirical play testing data (which is inherently a small sample size) without fully understanding the analytical mathematical theory.