Devs are slow now (I hope it is due to the more pressing issues like log in problems ecc...), just think to the fierce and overhelming talismans, they are clearly out of scale compared to the others and it's clearly a mistake, something that could be solved in five minutes work on code yet they didn't do it in two months. Accuracy is something more tricky and less common, and the problem here is that balancing decisions often overdo. Balancing requires finesse and usually devs don't have such skill on their side.
For example here, they should lower a little bit the percentage of accuracy buff, let's say from 35 to 30, if it is still too much lower again to 25 and give something in return, like a little more damage or another buff coupled with ecc...

Only future will tell if they are able to do something like that. I have to admit that I am quite pessimist here, even triple A games suffer this kind of inability to handle balancing, you can imagine how good can be this aspect in the developing of a mobile app.