This is a really well written post and I'm sure it'll help a lot of people. In terms of the mechanics that you outline it's quite spot on though I would probably place more emphasis on certain aspects and less on others but that's entirely dependent on at what stage in the game someone is. In terms of a newer player looking to get started "min-maxing" gear it's a great read if they're interested in this sort of stuff.
I particularly liked how you looked into how RunUO 1.0 calculates it's weapon delay being that it's different from 2.0's tick based system which OSI and UOGuide more accurately portray and people reference. My only small gripe is you didn't notice that if you compare the two 1.0 actually caps it at 1 not 1.25 as in the 2.0 method though of course +C could have changed this (too much bother testing this last I tried.. plus capping it at 1 is sort of a sacrifice)
My only small gripe probably simply stems from the fact I'm at end game and is purely subjective in that you don't place a higher emphasis on HP and RPD being that it's a huge damage boost when you get to that point. Though, of course, "if" one gets to that point. One of my tactics I use fairly often is EOO switching to actually TRY to get a particular mob to hit me for more to the point where I have a shield re layered to increase my chance of being hit. So basically I'll cast EOO, hit a random mob that doesn't matter, then hope the mob I actually want to kill hits me for an absurd amount of damage which gets reflected. e.g. I killed a minotaur before by setting my EOO target to a snake, minotaur hits me for 320 and I reflect 768; I have about 580hp so the trick is to know when to switch it off and actually play the game rather than scripting it all. Using this tactic carefully you can clear dungeons far faster than you never knew was possible which leads you being able to hit the next dungeon faster being you cleared the entire zone before anything is close to respawning, letting you farm that lovely gold faster and making people sick at grand auctions. Though again this is entirely subjective and effects very little people.
Another being that how you have it worded you would think HLD applies a flat damage bonus rather than it actually just increasing your chance to hit so it only applies on mobs where you don't have 100% hit chance with 130 combat skill and it's actually borderline useless in most scenarios. Though I very much do appreciate that you place less emphasis on it later on when you do your tier rankings but I would place Hit Life Leech higher than stamina when you're aiming for end game weapons since certain mobs later on mortal strike and you can't always manage curse weapon appropriately at times but either is fine since your either casting curse weapon or divine fury so it's entirely subjective and situational.
The only part where I feel is wrong considering +C hasn't modified the CheckHit method is there's a hard cap imposed on HCI/DCI within the code to 45% and only certain spells/effects can add/subtract to it. So considering that having anything more would be a waste of points since even how DCI works in 1.0 even if you had extra to compensate for HLD/divine fury it's bugged in that it ignores anything above 45% then applies the HLD/divine fury debuff afterwards which is why it was changed in 2.0
But all in all this is fantastic though sadly I feel it may be slightly a tad technical for some but I feel the audience you targeted is a different sort of player which is totally fine
If you've been here for 2 months and you're at this level I'd love to see what you can achieve later on down the track. Personal note: you should work on GPH tools if you're into spreadsheets
