For some context, when I say this, I mean in more relevance to a hack than a modern FE game. There are various marketing circumstances that have to be considered for a modern FE game, like setting up an avatar character who can S support who the player wants, which people like us don’t have to care about.
There is a situation in FE games where certain characters end up being “juggernauts”, characters who are so much more powerful than the enemy that you basically don’t have to care about where you put them because they will just kill everything on their own without much risk. This occurs because the designers were unwilling to have to account for the game being designed around such a powerful unit, which might only have come to you by chance or by your decision to funnel all resources into them.
However, if you give the units high bases and low caps, this means that they will be forced to reach a point where they can only be so powerful and not too much farther than their peers, and disincentivize trying to make one unit do all the work because they can’t handle it by themselves. Because they have high bases, they will still be useful even if you didn’t put a whole lot of investment in them at all, meaning the designer doesn’t have to account for the player ending up in unwinnable situations as much. Essentially, you minimize any “babying” and instead promote the player making the best of their decisions knowing they won’t get screwed over by levelup RNG enough to matter.
One character who is considered so good that he can probably reach endgame with his bases is Perceval in FE6 on Hard Mode. So essentially my thought process goes along the lines of, if there is a unit who shows up halfway through a game that is 31 chapters who can still contribute well at endgame, then the maximum unit quality, when capped, that someone designed for FE6 could be at the level of HM bases Perceval.
What problems do you think there are with this kind of system? One that I can consider is simply the player not having as much fun watching levelups because there isn’t as much room to grow nor a lot of growth even going on due to the low growths. However that kind of factor is more important to someone making a modern FE game to market to all kinds of players, while more specific audiences can be considered when making something like a niche hack.