I don't really vote anymore unless there's a match I'm interested in personally, but I'll just drop my 2 cents on this. I'll also note that this isn't even necessarily criticism just in case it comes off sounding as too negative.
To me, I don't feel much value there is in this entire exercise. The main issue stands from how intuitive it is (or lack there of) and how much additional work would be needed to document future games/numbers. It is much easier to understand that say Celes has an 150% chance of inflicting Berserk versus going, "well she has a 150% chance in the first 2/3 of the game but 0% chance in the last 1/3 so she only has 50% accuracy with it". In the former case, I can easily say "Celes will probably hit with Berserk", but in the latter case, I am assuming there is a good chance of it missing, which isn't reflective of how the spells works in-game anyway. Also, I feel like I'm asking myself where I would see her fighting a certain character. Is it at the end of the game, where I know the spell will guarantee miss? Or is it near the beginning where it is a guaranteed hit? I know that's not necessarily how this should be interpreted but the point I wanted to address is that I don't think it is easy to use at all.
Then there are new games. While there are barely any new stat topics nowadays and the main DL is dead, how would you propose this data be tracked by people gathering the data? It's a lot of work getting the accurate status rate as is (especially if its not documented anywhere since the person has to do the tests themselves) and what you're proposing is adding even more. I think it will be more stifling to the chances of new topics coming up.
There are other questions too. Like, we have people commenting about how much they 'respect' move X and Y. How would you handle that? I feel that this method is supposed to address this (as the thing with Hilda shows) but I'm sure people will still have their personal biases and double dip. In some senses, it's already factored in. Sure, Hilda's 100% ID might be the most blatant of cases, but Gate for example doesn't give much respect to Arnaud's Sleep and already holds this against him if he has to rely on that to win.
Also, assuming you do penalize people for using Status Blockers. How would this work exactly? If Beowulf only has a 45% chance of landing Confusion, would I penalize the opponent for using a Status blocking accessory just to guarantee his victory? Or would I pro-rate the penalty as well? Speaking of Beowulf, how would you take characters like him? You can theoretically get him early and never use him, which stifles his JP anyway and thus he gets late access to his abilities if at all. Or you can get him late, grind a bit so the very first story battle you do, it's all already available. Further, I also saw you didn't take into account that Raquel's poison bite does run into resistance. Against bosses, it tends to only do 2500 damage instead of 25% like normal, which by the way is really crap. 2500 damage at the end of Wild ARMS 4 is basically garbage tier damage. However, are you proposing that because it is not resisted, we just treat this at 25% and give the bosses special treatment?
Altogether, I think that while this is a neat exercise, I don't think it is really a workable method for me. At least for me personally. The DL was never perfect at reflecting everything as is in-game (sup Ramza). There will always be some people who get hosed and some who get more credit than they should. I'm perfectly okay with this because how people interpret certain things and what standards they use is part of the fun of imagining fantasy style typed matches. All this really seems to do is redefine how people get screwed
Apologies if this came out sounding really negative. But since you addressed "we" in your first post, I thought I would just drop some thoughts down. I doubt I will be using this method at all, even if everyone else adopts this convention.
PS: I'm going to second NEB regarding the 50% but works all the time versus 100% but only works for the half the game thing. The latter case is superior because you can quickly tell whether or not it works, and anytime you do use it, it basically isn't a gamble. Consider if you used a Scan ability and saw the information. In the former case, even if you know it's vulnerable, you still only have a 50% chance of having the status hit so you're still gambling. In the other case, you can quickly re-adjust your strategy. Without a scan type move, the 50% move gets infinitely worse because sometimes you can't even differentiate if the move simply missed or it is immuned. Some games don't give you this distinction. The only case where the former is a better option is during speedruns.
PPS: You laugh at the enemies with piddly HP in Shadow Hearts 3, but those enemies are often the worst because they appear in packs
. And packs of enemies are what kills you more so than the HP tank enemies. Also, not everyone kills them in one hit the way I play so Hilda's ID could be relevant (no, not really)!