Your builds in general aren't my way of playing, I'm more a min/max theorycrafter guy which hates when can't calculate something (because of lack of formula, data etc) and make choices around math most of the time. Also for me definition of fun is correlated with wiping everything as fast and as flashy as possible, not with "using fun skills".
But
You made builds, video guides mostly which probably works well with new and less experience players. It would be nice to add some basic mechanic information. It does need to be math, just mechanic of some skills, abilities, passives so ppl would just know how it works.
Basic things like bonus damage vs % ability damage, why twin fang, skill in which you don't have higher value than 200% in all those different bonuses can hit for 2x5k damage...
When to take crit damage, when to stick with crit chance so in general gearing. Just to slip some math, raw working and tested data in those build just to educate ppl in general.
You are completely honest about it, and you will never hear me say that your opinion on this is incorrect. We have discussed this before, unfortunately, and it was turned into a "Mortiel plays for fun, Drasca plays for efficiency", which is complete nonsense. It's all fun. I am just more diverse in what I consider fun than others.
I have a evolved a formula over the course of making videos based partly on quantitative and partly on qualitative data for how I devise my builds. I'll let you see my process so you can understand my position and why I do what I do:
1. Play the character. See how each ability behaves. During this period, I deliberately ignore all claims by others on what skills are "best" to avoid outside bias. I want some quantitative data on damage and functionality, but also qualitative data on how much "fun" I have with a skill. Elemental Mines comes to mind as a skill that was, until it's buff, rather lackluster for damage, but extremely satisfying to use.
2. Research mechanics/bugs, add up attribute stats, test the qualitative "flow" of skill use in a natural game environment.
3. Play PUG matches and get some people talking about the character. Get opinions. I prefer to get at least 15-20 different matches with random people for this.
4. Look through my YouTube shortlist of others that make build guides. Most of the time, they usually have 90% identical builds for most classes, so this brings me to a choice for the next step.
5. Is there enough quantitative or qualitative data to make a build that behaves in a completely different way that the "standard" build? If yes, get creative. If not, work on making a layman's explanation for why the standard build is good.
6. Tweak build. Repeat steps 1-3 until the build "feels" solid. Mostly qualitative, but some quantitative data applies (such as maximizing critical chance for Flow of Battle, etc).
Now, that is just the way I devise the build. I am removing the recording, editing, and mastering from it, because that is largely not in contention.
To be clear, this formula has been evolving since I started. It was not this way from the beginning. Older videos have clear errors in them, which I have fought with my OCD side to just let them be and move forward so I don't drive myself mad. However, even now I will frequently overlook certain points of data by mistake, misquote mechanics based on incorrect/outdated info, mistake one character for another, make errors in production, or all of the above. Seriously, you have no idea how many tiny mistakes that may be unnoticeable to you are like glaring beacons to me in my videos.
I can say, with a certain degree of honestly, that with making videos, I try to make relevant commentary about mechanics of the abilities I choose, such I when I noted that Toxic Cloud does not stack or that the Bow of the Griffon is a solid choice for the Hunter (read: not necessarily best) as he does well as a CQB archer. I don't always add these in, as I often have not confirmed certain points with enough certainty. The problem with starting to state "facts" about things like Bonus Damage in particular is that it is proven inconsistent. Using your example of Twin Fangs versus Wrath of Heaven. Both bonus damage. One is a multiplier (as Bonus Damage should be), and the other is a additive bonus to the base. In the YouTube world, confusing the audience is tantamount to suicide, and there is an obvious degree of posterity in what I do.
Overall, I try to be unique with my builds, as not many want to see the same build parroted by a dozen different videos. This has lead to some friction with players such as yourself, but I knew that risk going in.
As far as mechanics go, I did make a very accurate, and triple confirmed Beginner's Guide that outlined general damage mechanics quite concisely. From that experience, I learned that it is quite tough for me to get really detailed on mechanics in a video and it not become really droll and long. Given that I have had to completely scrap and start over on guides recently due to balance changes has lead me to start being even less detailed about damage and duration figures, and focus more on how the skill actually works in a real environment.
I apologize for this being so long, but I am really trying to articulate where I am coming from, as I honestly think many of the disagreements between you an I have largely due to simply not "speaking the same language", and I felt that I owed you a more unfiltered explanation.