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I think reverting it back to your suggestion is a bit too far. Perhaps don't allow the Manual Pavilion to teach without prerequisites, as it currently does, but not to restrict it to that extent. Part of that is because of how challenging the game can become when you're on Immortal in the higher difficulties. It makes some of them cross the line from "nearly impossible" to "not even fun impossible."
That being said, there are still aspects of certain traits which can only be learned within a law. So even in its current state, I don't think the pavilion takes away the uniqueness of each law.
Re: Agency Inspiration
Numbers can probably be changed so that Xiandao cultivators do not benefit as much, but I don't think entire removal is necessary. Even what I just presented I think is a generous compromise. If you think about it culturally and socially, "belief" is a broad understanding and Xiandao cultivators progress through "inspiration." With careful thought, they can be interchangeable and it's reasonable for them to be.
I would also do some consideration into the resources necessary to build up the agencies to the point where the beliefs are regularly practical. Once you have a handful of PS cultivators, the inspiration is paltry.
As a final product, I think the game and the mechanics are fine as they are.
Understand that the Manual Pavilion has limits when it comes to what can be transcribe and what can be learned (you are limited to the first tier of a skill from other cultivation paths and a limited amount of unorthodox manuals). There are increased cost to learn from paths that conflict with your own and that in turn further increases future cost for everything else.
Agencies and the inspiration that can be gained from them function to help advanced cultivator learn with out IRL days of meditation. This is limited by the fact that only one cultivator can draw from an agency before you need to wait for more inspiration to build up again.
Understand that a properly established sect has a dozen or more cultivator who all need millions (or 10's of millions) of inspiration in order to become useful (end game this goes well above the 100's of millions).
The end game after you solve the story is really only min-maxing/conquest.
Self imposed rule are fine but the root of your post seems to be in you miss understanding the systems and why they function that way.
Please know that I am not attacking you. I am just trying to clarify what you seem to not have enough experience in to fully understand. There is also a fair bit more about these two systems that could also be talked about but I left out for brevity. Hope you continue to enjoy the game.
Qi-bursting your hell-gate-fuelled, pre GC sun pill golden core breakthroughs to 500k+ is overkill, but taking some real life time off the inspiration grind seems like a mercy to the average player.