You are jumping to a lot of assumptions about my thought processes to villanize me, and it's pissing me off. You're also being incredibly hipocritical by calling me biased. Watch it. Just because I think non-combat champions should be scrapped for better fitting mechanics does not mean that by extrapolation I think everything that doesn't fit well needs to be scrapped. Losing this is not a big thing, regardless of how you feel with your bias from spending a lot of time in beta.
We can agree on many things. Unintuitive systems were put into the game. We both think there should be a better system for non-combat specialists. I think you want me to acknowledge that the game can be harmed by removing things, and I completely do. However, you need to acknowledge that the current system is not "poorly implemented", it is a flawed concept. Having opposite purposes in a single unit is going to be poor gameplay design no matter how it is implemented. It's an anti-pattern (conflicted purpose). When it's reworked, non-combat units should specifically be non-combat units. Also, NWN2 does not have an excess of non-combat PCs (main character and Shandra only).
I want to point out I don't really care that much if they stay. I just think they add to the poor design of the game, and that they can be removed without harming the game (again, balance issues are easily fixed by simple number tweaks). Someone asked me what I would do right away and I answered.
Maybe you should consider whether or not you are one of those "stubborn people, who can't, when it's laid out before them in a clear fashion, realize their own bias and refuse to make the choice of coming back to it with a clear head, no bias, and only design in mind." Just because I don't agree with you doesn't mean I'm failing to think logically.
Okay... There are just soooo many things wrong with this... Whole post, really.
I'm not trying to vilify you, only implying you're impatient, and unwilling to see that the concept is not flawed. Let's go back to the point made by myself and another poster, where Administration-type units, no matter how you cut it, are important to a 4x Wargame. Being able to just build these units? It doesn't fit. It would be unbalancing in favor of anyone who started near a(the) resource(s) necessary to build these units, giving them an advantage in the first 10 turns that would never end. Therefore, how it's currently implemented is the only way, and while the implementation is poor, conceptually, the design plays. I'm sorry if I'm pissing you off, but you are being biased, where as the only thing I'm doing is calling you out on said bias, and am willing to see the concept through to its final iterations, even if that means its removal as a game mechanic. You, are not.
You're assuming I spent a lot of time in Beta. While I was in the Beta for an extended period, starting in Phase 2, I did not play every single build more than once. Okay, that's not entirely true, but back then, with how bare-bones it was, the writing was on the wall in regards to what needed work, and I was generally not the first person to see this, making me posting anything other than a few Bug Reports and DxDiags moot.
I'm not making assumptions. I not even reading anything extra into your posts. I'm taking them, at their face value, and giving as much evidence as I happen to have on hand to destabilize every point you've made, and in the process, you've also destabilized your own points. Paraphrasing here, "Caravans should be scrapped," was something you said, yet any 4x Strategy game without some sort of trade system in place ceases to be a 4x Strategy Game. You're biased towards the entire idea of non-combat as a whole, at least on some level, and that is an assumption. Civilians are what make War possible. Without them, War doesn't fit in the first place, which would be counter-intuitive to the very concept of the game itself. Just read the sub-title of the game.
Unintuitive does not necessarily mean broken, nor conceptually bad. It means there's a learning curve, at minimum. Mentioning this does nothing to make your point. EVE Online and GalCiv 2 both have systems like this, systems that aren't entirely intuitive without taking the time to learn them, and in some cases, just plain overwhelming until grasped in more of their entirety.
I don't care if you acknowledge that the game can be harmed by removing things. For that matter, I want nothing from you. Now who's vilifying who? All I want is, 1, to have an open, civil debate about the views being expressed here, which includes, at least from someone who is very, very good at debating, pointing out the fallacies of any given argument, and 2, to express my view that I think your whole opinion is created on nothing but bias and personal taste, and would, in fact, hurt the game far more than help it.
Going to ignore your next point for a moment here and address your final one instead... I am stubborn, how else do you think I'm so capable of knowing it when I see it? Pack-Instincts and all. But despite my stubbornness, I've learned a very extreme level of patience, patience to the point where I can wait literally years to get my hands on something I want without ever wishing there was a faster way. Patience enough to deal with people who, unlike you, are both stubborn and complete assholes, on a day to day basis without snapping. I have enough sense of mind to know when I'm being stubborn as well, and enough altruism to admit when I'm being biased. The only thing I'm being biased towards here, is the potential for a good game, hopefully a great game, with equally good mechanics.
Backtracking now... Removing them is a bad idea. It's a 4x TBS Game, meaning that if there are no feasible ways for you to accrue a significant advantage in any one area, you're removing the strategy portion from the game. Since, at present, Empires and Kingdoms are all pretty much equal, this is, again at present, the only mechanic in place right now that allows you to accrue said advantages, however slight they might be. Thus, it's a step in the wrong direction. You can make the argument that all you have to do is focus on any single tech tree, but this argument is moot for several reasons. A well balanced Realm, possibly with some slight specialization, will always do better than a highly specialized realm, on account of being able to produce more of any given number of resources that the specialized Realm either can't access, or has access to but only accrues at the minimum rate. Administration-type units like these give you more leverage in these situations allowing you to cut more corners and specialize and extra step or two to gain a quick advantage in an area, and put it to its best use.
In short... I've officially lost interest in this debate. Your Ad Hominem attacks on my character, intentions, and motivations no longer sates my appetite for a good, honest debate. Furthermore, I believe, at this point, regardless of anything you may post, that I've made my point, that point being, this isn't my personal opinion, this isn't personal taste, this isn't borne out of any bias. This is what I have observed and the conclusions I have come to based on those observations, and while they may be somewhat flawed, they are still, in their majority, sound points, and it's my firm belief that, while many may not agree with my general point of view on the matter, many will agree with the points I've made on this rather broad and generalized subject. My point being, whether or not it's the correct stance to take, I know that you are incorrect in advocating the removal of this mechanic while it's still in its infancy, and while it still has so much potential to be tapped. Again, whether or not it's correct, I know that what you're saying is just plain false. What you '...would do right away,' is no excuse for not thinking it through, and rather than just remove what you feel is a cookie-cutter mechanic, consider the pros and cons of each and every aspect of the game. Decide, without bias or personal taste involved, with a design and business standpoint in mind, what would best benefit the game at present. If you've not the stomach for this, I cannot blame you. I'm contemplative, a ponderer, I spend more of my time day-dreaming about things than doing whatever it is I should be doing, I'm literally built for this kind of work. Not everyone is, and that's completely fair... But abusing any ability to sway opinions of either Devs, or Players, who at present actually have a pretty big say in the design process, is ill-advised, as you'll get people like me who don't mind if everyone else on a forum sees them as assholes for hounding someone over something (Paraphrasing,) 'Non-trivial.'
As I've officially reached my allotment of Ad Hominen attacks, bias, and stubbornness for the month in just those last few lines, I'll turn the floor back over to the people who are going to continue to post in this thread.