well how did I miss this thread before, anyways I thought disperse build was a problem more because of engine limitation than balance reasons, and I tried to fix spread attack by using some stuff I learned while creating disperse move, but doing so is only possible by changing FAF code itself because UI mods can't change anything about spread attack for some reason, and my fix was rejected, also no, it wasn't broken, here is example of what it allowed when combined with disperse move
like I would gladly let disperse move effect other orders as well, but it is up to FAF to allow UI mods to effect anything except move orders, because it only can't because of restrictions put in place specifically to prevent it effecting certain orders
I already asked a similar thing before about the concepts of UI automation and "computer playing for you" (which I don't agree should be allowed btw) in FAF in general, trying to explain that proper controls breaking the game merely expose the underlying problems that were so far hidden because of lack of those controls preventing you from using units to their maximum potential where their brokeness would be revealed, in a way bad controls "balancing" certain units and tactics and good controls thus breaking this balance, the obvious solution being to allow better controls and rebalance the broken units, but then again, we still groundfire underwater units and consider that balance
to tldr it, in conclusion, my opinion was that UI mods should allow player to do anything to issue orders more easily and thus control units properly but not beyond their existing abilities, to tell them what to do as effortlessly as possible, what they shouldn't allow is issuing orders on their own without player input and deciding things themselves (no post player action decision making by ui mods allowed, so player only gets better controls instead of mods playing the game for them), but anything player wants to get their units to do, they should be able to do with least effort, so that the game is only about "what to do" rather than "how to optimize time between what to do and tedium and mechanical skill of getting them to do it manually over several seconds, even if it took you a split second to come up with what they should do"
the problem of ui mods giving advantage to players using them over those that don't has a simple solution that was already done (partially) for some of them such as target priorities, include them in base FAF so everyone can use them
eventually it comes to what you want the game to be what your opinion on this is