I took a quick look at your math; it looks like the same calculations I made, so that's a good basis to work off of.
Hyper-Good-o also edges out a better good by a fair margin, and the lazy great... maybe that's OK, but I'd prefer that win rate mattered more.
Also, R1ck and BillLion basically touched upon this already, but I'm leery of any system that flatlines points earned from attacks, because it means that if you presume lower-ranked targets are easier, it encourages picking on lower-ranked (ie weaker) players, which just means it creates a divide between people who get to the top first and then everyone pushing everyone else out of the competition. Being at the top should have it's own advantage of being easier to place at the end of the week, and not create a feedback loop that makes it harder for others to compete.
In general, I want all of the following to be true:
- Participation is valuable, without being a substitute to beat people with much better win rates
- Participation should not be discouraged
- You should want both a higher attack win rate and defense win rate
- You should be able to choose between risk of fighting a tougher opponent for better rewards, or fighting people closer to your rank for less rewards
- You should not be encouraged to fight people below you to optimize your climbing speed (assuming you're not already at the absolute top)
The only exception to the above is for people at the lower to lower-mid rankings; at that point, participation is assumed to be more of a factor than win rate (as the lower divisions are less competitive, and more about your own progress).
Also, the Saturday rush is pretty much meant to highly encourage participation while still having a good win rate; basically, participation becomes a tie-breaker at the end between players with similar win rates.
I think it's important to keep in mind that the theoretical of 12 points for wins is not completely accurate unless he's so far above everyone else in rank that he never sees anyone within 480 points of him (in which case... if no one is ever within 500 points of him, that means he has 1st place in the bag, and all the theoreticals are moot).
I'll still agree that what we have now is making climbing... weird right now, at least for people jockeying for the top divisions. Curiously, most people competing in the middle have reported it much more sensible for them, so while changes need to happen, I hope we can maintain some semblance of what we have for mid- and lower-ranked players.
The defense is controlled by the AI, but the influence of strong/anti-meta builds and strategies is heavily influenced by the player, which is why we can see a typical variance of 5% to 30% for players across the player base (assuming an appropriate sample size of defenses... but also after accounting for different quality of opponents based on ranking). Having a good defense relative to a poor defense means holding 6x more than some competitors (or 50-100% better if we assume many top competitors are around a 15-20% "good" hold rate).
This is pretty close (although more extreme) to the idea I'm thinking of of reducing defensive point losses by a fraction (such as 30% less losses regardless of division). This offsets the participation issue while still maintaining the risk/reward relative to how much higher or lower your opponent is ranked relative to you.