A statically optimized TG/Forts split lets you start with a higher offense. (2-4% higher, to be precise, assuming around 30% split between them.)
Against that is the dynamic consideration of... what? I'm *STILL* waiting for that part of this argument. So far, I've gotten "is useless", "is important", "don't remember", "not all thieves do max damage", and my own point of "overpop a tiny bit easier". So... which ones are real concerns, and can anymore put even a *ballpark* number on it to compare? We know the ballpark improvement, but no way to judge if it is worth it if we only know half the equation.
As to "getting a clue" - I'm listening. I put down 3% extra offense. What do you offer that outweighs that?
Edit:
Speaking of clues...
Zauper, as *fixed* by myself - "TGs are good when they're good, and they're not when they're not. Generally speaking, if the TGs don't make me safe (or pevent DTs/TTs), I'd rather have GS."
What, exactly, is it about the fact that forts are an *OFFENSIVE MOD* is so blindingly hard for people to understand?
[JfCoaS]