fix and clean up weapons, their effects and upgrades
use parents for upgrades
simplify redundant effects like for siege tank, valkyrie, carrier
make units use good weapons before bad weapons, i.e. put anti-air weapon first - implications for data collections?
wraith 20*1 damage, use a dummy damage effect for actors (it still shows as 2 missiles)
scourge, SCV don't get weapon upgrades
spider mine basic functionality, hacky detection to allow hitting cloakers (there has to be a better way)
You already know that for the most part, the implementation of explosive/concussive damage doesn't really matter, but for low damage attacks there are side effects when considering upgrades. In the original BW implementation, a corsair will always be able to catch up to a muta's upgrades - if both players have 3/3 the fight will be identical to both having 0/0. But in the current SCEC implementation the corsair only gains 0.5 damage vs light per upgrade while the muta gets 1 armor per upgrade, which makes it impossible for the corsair to catch up, even when both players have 3/3! I think the better compromise is to imitate SC2, to use flat damage bonuses which then lets you apply a flat +1 upgrade to the base damage (all attributes), which still preserves the basic interactions at equal upgrade levels (but does have another side effect of amplifying upgrade disparities, which I think is an acceptable trade-off considering you now have the actual possibility of catching up).
Todo:
valkyrie should always deal full splash damage to exactly one target inside the largest splash zone (i.e. vs 1 unit all 8 missiles hit for 6 damage each)
reaver has to make a tradeoff: either prevent firing when empty, or reset cooldown without firing (carrier has shorter cooldown so not really a problem there)
make scarabs use ground pathing based on disruptor orb (use magazine effect is buggy near cliffs) (fizzle-out optional, just change a value)
I tested the nukes in original BW, and as liquipedia says, it seems to indeed deal 500 explosive and respect armor (zealots survive peripheral splash, battlecruisers survive central splash)
fix and clean up weapons, their effects and upgrades
use parents for upgrades
simplify redundant effects like for siege tank, valkyrie, carrier
make units use good weapons before bad weapons, i.e. put anti-air weapon first - implications for data collections?
wraith 20*1 damage, use a dummy damage effect for actors (it still shows as 2 missiles)
scourge, SCV don't get weapon upgrades
spider mine basic functionality, hacky detection to allow hitting cloakers (there has to be a better way)
You already know that for the most part, the implementation of explosive/concussive damage doesn't really matter, but for low damage attacks there are side effects when considering upgrades. In the original BW implementation, a corsair will always be able to catch up to a muta's upgrades - if both players have 3/3 the fight will be identical to both having 0/0. But in the current SCEC implementation the corsair only gains 0.5 damage vs light per upgrade while the muta gets 1 armor per upgrade, which makes it impossible for the corsair to catch up, even when both players have 3/3! I think the better compromise is to imitate SC2, to use flat damage bonuses which then lets you apply a flat +1 upgrade to the base damage (all attributes), which still preserves the basic interactions at equal upgrade levels (but does have another side effect of amplifying upgrade disparities, which I think is an acceptable trade-off considering you now have the actual possibility of catching up).
Todo: