While all the other balancing is going on, it would be a good time to nerf divine might and its divine presence/will analogs to be like divine grace and capped on class levels, and to also nerf barb run speed to be also based on barb levels (say 5% + 0.5% per level).
Like reaper points, these provide an insurmountable advantage to /1 splash for veterans over pure classes of newer players in heroic balance.
For example, a first life pure dragonborn fighter at level 4 would have 20 base + 1 level + 4 pot (enhancement) +2 ship = 27 strength (+8 to hit and damage and tactics).
However a veteran 2 fighter 1 cleric 1 barb would not only move faster, it would also have 20 base + 4 pot (enhancement) + 5 racial completionist + 3 tome + 2 yugo +2 ship = 36 charisma = 13 strength from divine might.
The veteran 2 fighter 1 cleric barb would have a 20 base + 1 level + 4 pot (enhancement) + 3 racial completionist + 3 tome + 2 yugo + 2 ship + 13 (divine might) +4 (rage) = 52 strength (+21 to hit and damage and tactics).
For the same reasons a veteran having 150 hitpoints from reaper points at level 4 was insurmountable to a newer player and was nerfed to 50 hitpoints, +21 to hit and damage and tactics from a faster moving veteran with divine might in heroics should also be brought closer to the +8 and speed of a newer player, and capping divine might analogs and barb run speed by class levels is the way to do so.