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Finely tuned *does* work correctly. The change is dynamic in game and those can not be displayed yet. It checks every second if it got armor, and that only works, when the game is running. It is built that way, so that you also get the benefit of finely tuned, when you give your units Armor that only lasts a certain time.
We will add that UI, it's not the next point on the list, but it is high up. I just checked it again and it works exactly as it should. I can trace the single unit changes in the editor when the game runs.
Strength is not giving you weapon range.
It makes the size of splash damage attacks and skills that have a splash size bigger.
"Increases Damage by 50% and skill and attack *radius* by 25%."
The phrasing on this has changed over time and the one here is not clear as attack radius could be interpreted as weapon range.
I will change that description for the next update, to make it more clear. As all status effects, that change is *not* visible on the card.
The card only ever shows the base card, the blueprint, it does not show the stats of the individually selected unit. (yet)
As for the formula in the UI, the best example I've seen is Deep Rock Galactic Survivor with the weapon inspect screen. Every number is coloured differently depending on the source of the effect: base, meta, veterancy, etc.
"Increases <b>Damage</b> by 50% and the size of skills and attacks with a *splash size* by 25%."
Going to have a look at the DRGS UI, thanks for the pointer.