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That said, there's not much we can do for a fix, it would likely require an entire re-tool of either of the mods to achieve - and my mod is simpler so it'd likely be mine, but I am not aware of any other way to build these changes in, which brings us to a dead point.
Still it is nice to have the warning there for those that will actually read at least.
Which would be fairly funny, but also remarkably annoying and tedious after the first time.
Unfortunately I am not aware of another way to naturally boost growth without tripping the switch on that mods "Stronger enemy" condition if it does in fact work based on player stats.
I doubt there's much that can be done on the other end too, short of fully reworking the method through which the mod makes enemies stronger to not rely on stats, which I can't imagine would be a small undertaking by any means.
Its a good catch though, I'll add a note to relevant descriptions about it.
You can check out the stat changes in various combinations here:
https://drive.google.com/file/d/1k5-VBcgaYBv1yGT-tKqQA5Nz3X1qOWkB/view?usp=sharing
All of this was done with Divinity Unleashed enabled, but I checked and it doesn't affect the outcome.
So you can choose either EUO or AGI and be fine, but unless you want huge monster stats that really start affecting balance, you can't do both.