@Motenten: The benefits of groups is that you can avoid overdetermination, but also have an instant access to a full rework. The latter, since it's easier to explain, simply means that you can change all sets, TP/WS/Magic or w/e, at the flip of one trigger spell rather than having to go through each one-by-one. To understand the former benefit, consider a situation in which you need more evasion. In your version, you just change the evasion level. Now consider a different scenario in which you need more accuracy; your version would say to change the accuracy level. What if we need more accuracy and evasion though? At best, you could overlay evasion on accuracy or accuracy on evasion, but neither of the sets would recognize each other. Thus, you could end up killing accuracy, killing evasion, or just end up with a bizarre chimera mix. If using a group, you can at least make the NM set acknowledge the need for more attack or more accuracy within your TP-Weapon-EVA set.
Another benefit is that it accommodates for how people tend to think and receive advice. People in the random questions sections get the most out of their question when they're told "Use X for NMs and Y for normal mobs." If you tell them use X when at capped attack or R when not at capped attack, they tend to follow up with tons of questions about when they're at capped attack and when they're not. Since most of my XMLs are for public use rather than private use, I tend to make them such that they're user friendly and are consistent with how players understand the game.
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