literally any "special" modifier or thing happening, regardless of how wacky it is, fits that standard.
Yes.
Might as well have something called a "super PU", and make them way more useful than regular PU. Give it to Ulm. That would also be "special".
Yes. In neither case is "other tags don't have this therefore it's no good" a valid critique, because internal consistency has no inherent value. The conclusion does not follow from the premises. It might if there are other premises, but if there are other premises strong enough to make the case that "X therefore it's not good", internal consistency is a non sequitur.
I did not just stop at an a priori assertion and leave it there. I examples of deviations from the game's model which exist and don't. I demonstrated why a couple of these can't possibly be justified with "historical flavor", and are thus at *best* "flavor". I've received a few disagrees over these assertions, but nobody has actually addressed them beyond your statements that internal consistency in games isn't necessarily good. Which I would agree or disagree with, depending on how much you tighten or narrow the scope considered (hence the battle dice roll example, I think we agree consistency is good there).
I have not here argued for historical flavour or any other particular reason for deviations from the game's model (although I've proposed that "interesting diversity" might be a justifiable argument).
[I don't know that I've ever argued for
any deviation from the game's model for reasons of historical flavour, though some occasion might escape me. Typically I argue for alterations to the game's model itself.]
There is, therefore, no reason to engage with your arguments with respect to "historical flavour", they're non sequiturs and I have treated them as such.
I do not believe that there is any question to be had about the assertion that internal consistency in anything is not
necessarily good. Or I certainly haven't seen a question meaningfully raised about it. If internal consistency is
necessarily good, in any context, then it just is; if it isn't
necessarily good then it might or might not be good but not by dint of being internal consistency.
Your battle dice roll example isn't really a question of consistency, it's a question of balance. It just happens to be the case that making dice roll scopes consistent helps battles to be balanced. Everyone rolling the same dice is good because it produces balance
in a space that everyone agrees ought to be balanced, not because it achieves internal consistency. If half the tags on the map rolled 0-9 and half rolled 0-90 / 10 with Swedish rounding then the outcome would be (just about) balanced as well. This solution is better, but that's because it's easier to comprehend and compare at a glance, not because it's more internally consistent. Internal consistency is neutral on the pros and cons list, you just happen to like it.
As it happens, of course, no one with a functioning brain thinks that EUIV should be "balanced" on the global level, and so even cases like battle dice roll where "internally consistent therefore probably balanced; balance is good therefore internal consistency good" prevails do not obtain in EUIV at the macro level. Internal consistency is
even less relevant. Or, more accurately, internal consistency doesn't even
look relevant, whereas it speciously appears relevant in the case of dice rolls.
Internal consistency is a purely formal quality. As a consequence—like the colour of the textbox with tips on the splash screen—it has no
a priori value and anyone advocating to make changes in pursuit of "internal consistency" needs to produce some justification beyond appealing to aesthetic preference.