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About the record page; no, I'm not aware of how to fix that. I could make a third version of the mod and upload it with 65% - it's just opening my mod in Creation Kit and changing a single value. I'm thinking of reworking all the values though, something like 230-240% dual cast, 0.5% damage increase per Destruction skill (instead of 1%), and them bumping the stagger up to 40%. If you'd prefer the current values with higher stagger I can of course also upload that, takes next to no effort from my side :)
I can tell you as much as I usually play very carefully, lots of dodging and such. I barely use anything but Destruction spells either. I die quite a lot, as some enemies can oneshot me with arrows - which just makes it that much sweeter when I succeed. Mages are also kinda tricky, needs a lot of line of sight abusing and at times healing. It is quite tough, but I like it that way.
I agree that against other mages, a reliable stagger is neat, especially versus those damn wards. Problem is, against anything else it's unbalanced beyond believe, and I don't want to rule out an entire mechanic (dual casting) just to avoid locking other NPC's completely down. It's not like you'll never stagger them either with my mod, hell I even released another version with 35% for people who thought it was too low, as written in my description.
The purpose of the mod is to make combat as a mage more risky (not relying on complete lockdown), but also more rewarding (through higher damage output). I realize not everyone agrees this is the way to balance mages out - and I agree with that to some extent, but for now this is my best bet. I think to be completely balanced it would require a total overhaul of the gameplay, especially of the AI and how spells like wards work.