...OK I'm going entirely off your post here but if their argument was purely numbers based (and the argument was made after the change) that makes no sense because the new numbers are about on par with the old numbers, what's being cut down is notification spam. If they were saying they disengaged from a entire section of the game because they couldn't handle the spam then that's relevant info regarding a change intended to cut down on notification spam. If they wanted to say that they couldn't handle the spam but they, consciously or otherwise, felt that that they should argue about number crunch and concrete "facts" rather than "fluffier" things like "it's incredibly distracting so I just turned it off entirely" then that's incredibly common and part of why it's so frustrating getting feedback from users sometimes.
Gonna find out in a bit that it was me arguing with you in a conversation I'd forgotten entirely arent I lol
Leaving that discussion aside (which was dumb to be honest, as once the point about he not having played since paragons made the entire thing ridiculous), the numbers are not exactly the same.
I have no idea who was honestly, it was about a week or so ago, and on reddit.
Regarding the other points, I agree with the idea, but I think the solution is wrong.
If the issue is notification spam:
-fix notifications. (Which has been done already)
If the issue is them being 'needy':
-use auto trait selection (this is the exact same that people said at some point about planets and ships, and we got auto design and planet automation for it, they didn't remove part of the systems, they added automation to it)
If the issue is (which is not, according to the devs) leaders being OP:
-rework the traits themselves (this would be great anyways as some of them are bad as hell and some are just must picks)
NOTE: There is a TLDR at the end of the post.
Now, the problem is that, even if numbers where the same (which are not, more on that later) leaders feel worse for no reasons. Previously each level felt good, now only some do. We are at the mercy of RNG even more than before (the devs said so themselves, they added +1 trait to help with it, it helps, but the root of the problem still exists). Traits are much less balanced. Leveling is a worst process than before.
Why some of the points above? Well, lets take a simple example, both in the current and new system. In both cases the leader levels up and have bad luck on the first (which means they only had bad traits to pick, bad is not negative, just bad) 2 picks, lets also assume that leveling takes 5y per level (which is not true, each level takes more, but for simplicity), also lets assume they level up to a maximum of lvl 5 before dying.
Current system:
-you hare 'stuck' with your first bad trait 5y, then you lvl up and get your second bad trait, by the time you get to pick your third trait you have been 10y with 1 bad trait (the 1st) and 5y with the second. Now yo finally got a good one! You will be enjoying it from now on until the leader dies. This leader currently has level 3 and has 3 traits, 2 bad and 1 good.
-lets say that the leader levels up again. If it gets another bad trait, then you might as well consider ditching it, as it is almost certain that this leader is not going to be the greatest. If the trait is good, then you can continue and now have 2 bad traits and 2 good ones, having benefited of 1 good trait for 10y already. Keep in mind that since you have 1 good trait, then even if the 3rd time all other traits where bad, you could just upgrade it. You can do this 2 more times. This means that you can 'reroll' your traits by improving a good one right now, wasting only 5y.
-at the end you ended with a level 5 leader that took 25y to level up. It ended with 2 bad traits and either 2 good ones, or an improved one.
New system (same example ofc):
-you pick your first bad trait, now, with the previous system you would endure a bad lvl1 trait from now on, but in this system, this is a lvl2 trait.
-second level up (lvl 2),, you got another bad trait (as in the previous example) so now you have another bad lvl2 trait, where in the previous system you had 2 bad lvl1 traits.
-third level up (lvl4) pick the veterancy.
-that is it, you never got a good trait as the next level up is at 6, but the leader died at 5.
Unfair example you think? Ok, lets improve it in favor of the new system. Lets say they level to 6 instead (to not use an edge case)
Current system:
-you get one more pick, since you either have 2 good traits or 1 improved one, you can either pick a third or further improve one.
-in the end, the leader had any combination of 1-3 traits depending on picks vs upgrades. Good. But thats not all there is, you enjoued your 1st good pick for 15 years, 2nd one for 10y and the last one for 5y before dying.
New system:
-once you reach level 6 you get one pick, lets be nice and make it a good trait. Yay!
-later on, you die (the leader I mean). What happened? Well, that you where stuck with 2 lvl2 bad traits your entire life and once you got a good one (at lvl 6) you died 5y later. Seems good? Ofc.
Unfair still? Ok, I am going to be the absolutely more generous creature there is in this galaxy: all picks where good! (which we both know is not happening xD)
Current system:
-since all picks where good, you had 1 good trait for your entire life, then the 2nd one for your entire life -5y and so on. For instance, at year 15 you had enjoyed the 1st trait for 15y, 2nd one for 10 and third 1 for 5y.
New system:
-at year 15 what do you have? Either a lvl3 trait or 2 lvl2 traits. You might think, wait, it is actually stronger! Nope. You had a level 2 trait for 10y (same as the previous systems is the player decided to upgrade the same trait instead of going for a new one, so no improvement here). But at year 15 you had the same lvl2 trait for 15y (same as the previous system if upgraded, so again, no improvement) and had a 2nd lvl2 trait for 5y. This is an advantage over the previous system, as now you had 2 lvl2 traits at year15 while I can only have a maximum of 1 lvl2 and 1 lvl1 for example. So you technically are one level over me there. Except that you dont pick on odd numbers, meaning that while you have 1 tiny advantage for 5y, I catch up the next level, while you need to wait 10y.
Now now, this is all too complex or boring or seems even? Well, not even close. Remember when we said that each level took 5y for simplicity? That is not the case. Each level takes more, this is EXTREMELY IMPORTANT. Why? Lets suppose that leveling from lvl 5 to 6 took 10y, from 6 to 7 takes 15y and from 7 to 8 20y as an example (real numbers vary with traits, ethics etc). Lets assume the leader picks where identical in both scenarios up to level 5, to make the comparison fair and simpler. What is the issue?
The issue is that with the current system I got to enjoy each trait I picked instantly and only had to wait a short time for the next. So in this example at level 5 I picked a trait, if it is good I will enjoy it for the next 10y, if it is bad I get to suffer for the next 10y until I get a chance at another trait. Next lvl up comes 10y later. If it is a good trait, I get to enjoy it now for 15y, ib it is bad, that is 15y enduring it. Next time, if good, those are 20y of benefit, if bad, 20y of suffering.
What about the new system? Glad you asked! In the new system you don't pick at level 5, so you wait 10y of no added benefit. 10y lost, while the current system you would have had enjoyed 10y of a benefit. Now, you might think, well, but in the current system IF I was forced to pick a bad trait, then it is 10y with said bad trait, at least here I get nothing, no good but no bad. Kinda correct, except that at these levels you (if playing correctly) should have done what you do with tech (which is save a guaranteed for a reroll) so if all picks are bad, then you just upgrade the 'less good' trait, the one that is not bad, but the worse of all you have. So voila, 10y of a not-great-not-bad trait, while with the new system you are still at nothing. Bad uh? We haven't finished yet

. Level 6 comes! You get a trait, if good, you enjoy it for the next 15y, if bad 15y of suffering. The exact same as the previous system, except with the detail that if it is a bad trait and you can't avoid it, it is a level 2 bad trait for 15y, which in my case might be just a level 1 bad trait. 15y pass, what happens? Well, in the current system, another pick which means 20 more years of benefit (or suffering with another lvl1 bad trait). But in the new system? Either the exact same benefit or pain, as you don't get a pick at lvl 7.
TLDR: Ok, to simplify the huge wall of text.
In the current system you only are 1 level away of fixing the situation, aka: picking a good trait, or being forced into a level 1 bad trait if you are really screwed and didn't save a reroll. It also means that you enjoy your traits immediately and that you have to deal with bad ones for a single level.
In the new system, fixing the situation, aka: picking a good trait, skips some levels. This means that instead of having a chance to fix things by picking a good trait at each level, you now need to wait 2. Also, since traits have will merge lvl1 and lvl2, it means that when you are forced into picking those, then you will be stuck by several levels with them, while in the current system you had the chance to pick again one level away.
The 1st example proves it easily. A leader that had to pick 2 bad traits, in the current system has to endure until lvl3, while in the new one it has to endure to level 4, which is the class selection, which means that in fact you have to endure until level 6 (your next pick), while in the current system you had chances at both 3 and 5 to fix things.
Not to mention that a leader with lets say that by having to wait until level 6, you can't know for sure if the leader is good. Lets say that you ditch leaders with 3 bad traits. In the current system you need only to wait to level 3 for it. But in the new one you can't know until level 6, which is where you actually hit your next pick.
See how many issues? And this is all being generous with times and traits. Honestly, there are more bad traits that great ones in general. There are traits that are okayish, but the good ones are much less. This means that RNG is going to eat us alive. This is a part of something I already explained in another post in the forums and reddit with some other details.
So, no, the changes are not better in terms nor feeling, not in terms of numbers. Most people looked at the leaders and though: well, now I pick slightly more than half the time, but half are twice more powerful. So it is good. No, it is not. Because no one is taking into account the most important thing with leaders: time distribution. Leaders don't level up magically, they have a hiring cost and an upkeep, so not taking into account their effect over time is an error. Most people ignored the time factor entirely, and acted like if leaders time warped from a level to another.