These items existing on kRO is irrelevant. Adjusting numbers in one database shouldn't be any more laborious than adjusting those in another.
Sorry, I can't disagree more. I agree that it's not only "not optimal game design", but also it's a BAD way of balancing games. However, this was their decision, and they already invested whatever resources they deemed worthy into implementing this solution. Also, this and all content that came after it were made with this decision in mind.
There's another way of looking at this. It's their recognition that they f'ed up on the way that defense and magical defense affect the game.
On the other hand, balancing skills and formulas is not nearly as simple as you make it seem. It would need the work of mathematicians, hours of testing, iterating and rebalancing until they have something that they can release. Simply making everyone ignore def/mdef on the other hand will save them a lot of money on hiring those professionals. "Since some classes can already deal very high def-ignoring damage, let's just make everybody do it." Game balanging work is WAY more complex than it looks like. It's probably part of the reason why this bad solution was chosen.
I think that skills are so EASY to balance, like just insert a status to skill damage account, without nerfing it, but increasing final damage as percentage. Imagine, for example, Axe Tornado, Weapon Weight don't enter on damage formula, so it was so easy to balance it, with every 100 weight damage multiples 1x(one time more). 400 weight 4x dmg or even less, its just a example. With a good equiped mechanic at level 139 i'm making around 14k dmg with axe tornado, with a 400 weight axe it would be 56k dmg. To my level it keeps not that BIG dmg, then that monsters start having 60k+ hp. It's just a example, don't be pissed off please.
In Power Swing, for example, every 10 str could reduce 0.08 sec cd, so with 120 str it would be like cart ram, very low delay to use, since it's damage is not that all and is single target.
This applies to any class having low balled skills. Don't enter in my mind that a arrow should do more damage than a giant axe crushing your head in 10000 thousand pieces.
It's not that simple. They take into account stuff like the expected rarity of the item after release, the average level to which a given class would have access to it, what other effects you would have to give up to get this one, and so on. If you simply increase the damage, you'll generate distortion in other portions of the game that are not that bad. That's why they chose this poor solution. Also, we don't know how skill formulas are coded into the game, and it may be more troublesome to change than what we think. Who knows?
The problem is some effects just should not be available via shadow slots.
Why again? Is it detailed in said topic? If so, would mind linking it here?