Basically what the post said was:
I personally think there is no substitute for real ingame experience for balancing a mod
Whoah, thats two topics in a row we agree in matt! Times are changing I tell yah...
Approach to mod development:
BA development has collaboration and discussion with some other experienced players in the community over key balance issues and changes. A general consensus is for the most part taken and changes are well justified and considered.
The general community is involved through the forums, usually where game-to-game issues arise which could involve future changes in the mod.
Day/NoiZe and the players they discuss things with are highly experienced, active and well respected members of the community who understand the finest details of the mod and how it plays, and can discuss in detail even the smallest of balance issues in the mod, to make informed decisions from experience of how the mod plays.
Difference with you (Caydr) is that you seem to want to do everything on your own, without prior discussion and make changes that are not well tested, and perhaps not well considered (no public opinion is asked). It's much easier, much quicker, and much safer to collaborate and discuss things with other people - particular people and general community - whilst developing the mod. It all depends on what you want from the mod I guess.
If you want self satisfaction, considering AA as a hobby where the player base doesnt really matter - continue as you have been.
If you want a big player base - consider how the community will react to big changes and involve the player base in key balance issues.
If you want a stable, well balanced mod - do something like Noize and Day are - Have a direction - a
PLAN Consider the opinions of experienced, high level players. Discuss issues in detail before implementing them. Test them once implemented, collaborate with other people and ask the opinion of others with respect to changes that have been made AND are going to be made.