I think you are making this decision for a lot of people.
You are taking me out of context. I said these things before the mod was out. Now that it is out, players understand it.
This one? In which only 10 people voted? It was 6-4 non-random. The only written complaints I have seen that didn't come from haters were yours.
I would hardly call that a fact. If it was fine before, why don't you advocate for a full revert? After all, you suggest that
If that is the case, why do you suggest to further change the system ...
Let me make the rest of this reply about why going halfway as you suggest won't work as well as one might expect:
Not an elegant solution: As you suggest, there would have to be two distinct buildingAIs, one with random arrows and targeting, the other with non-random arrows and targeting. Either this, or a new class for non-random buildings that gets read by buildingAI and then activates a non-random version of firearrows().
How to balance random and targeted arrows: Allowing a building to be random when it becomes non random upon targeting is bound to fail: If non-random arrows are stronger as you say, players would benefit from constantly targeting manually. You would have to ensure both the targeted arrows and the random arrows are balanced, which would (obviously) need to be handled differently.
Inconsistencies: Asymmetry between units is fine and we call it differentiation. When mechanics are so massively different when players expect consistency, we have a problem. You call for differences between targeted and un-targeted arrows, as well as further differences between CCs/Forts and towers. I think that would be a confusing mess.
->Please tell me some issues with 26.6 building arrows that are not due to arrow count balance.<-
What makes you say this? I saw complaints during week 1, but now I see none in the lobby. Surely this means there is no problem, right? Jokes aside, I don't declare no complaints to mean there is no issue, that is why I plan to rebalance the arrows.