That's not the issue. The issue is that it's easier to go back to MO1, look at what the multipliers were, and use them than it is to test them in MO2. Like it would take me less time to make a MO1 alchemist, create a slider measurement system, and test them in MO1 then it would to gather the number of mats needed to test these in MO2 given I need to run multiple tests on every ingredient to get any realistic idea as to how it actually affects numbers. In MO1 I only need to test it once with a good slider reading tool.
I would need to use way more ingredients to get way less specific information. The margin of error is unacceptable given the current numbers. If it was 0.000 that would be acceptable. If it was 0.0000 that would be good/comparible to direct healing and poison.