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4. If you think that melee is interesting in the base game, more power to you. You don't have to use this mod. I just found that every time I played a melee faction, my light melee units were only useful if they staggered enemy units and were immune to staggers themselves. If they couldn't stagger their targets they just died. Given how many fun and interesting unit mods there are, it felt pretty lame that you needed 1-2 armor mods and a melee stagger mod on them to be useful in the end game.
I've played / modded this game for 1.5k hours and I can't imagine playing without it. If you don't like it, that's fine I don't need you to like my mod. Flinging around personal insults does nothing to further your claims, it honestly makes your post sound childish.
2. Knockback effects are countered by heavy units. There are many heavy melee units to choose from to deal with Trenchers. Also you can trigger their overwatch by moving and then issue your attack.
3. You are acting like stagger is now useless against melee. It's still great. The only difference is that the first instance of stagger a unit receives only deprives it of one attack, not two. Most factions also have additional CC effects that hard counter melee that bypass the Engaged in Melee trait.
I'm amused by how many of your "these are good CC that still counters melee" involved things who's ONLY CC effect was, in fact, Stagger. For instance, Vanguard Grenades, in fact, I'm not sure I recall ANY CC effects the Vanguard have that are not Stagger. Plenty of defensive buffs, plenty of ways to make an enemy easier to hit, but not really CC.
Honestly, I can't help but feel that you basically took all the interesting parts of using melee effectively and said "I don't want to engage with this" and took all of that out instead of doing something like, say, addressing the "melee units aren't actually meaningfully tankier than ranged units" problem. Though, even that is somewhat exaggerated in your video, since you are comparing a T1 melee to a T2 ranged unit.