Why Combat Effectiveness Isn't
First of all, there's far too many different enemy formations to even be able to have a single value expressing an echelon's effectiveness – even the best RFHG echelon will suck against scouts at night, any echelon with less than two armoured tanks will suck against Judge, etc. pp. So the whole idea is fatally flawed and entirely pointless.
Even apart from that, the weighting is totally whack, e.g. overemphasizing armour. A 3SG2MG echelon sucks in combat because it has too little offensive power, cannot burst down enemies on the first mag, and will take substantial damage regardless of how much armour it has; a lower CE echelon with 1SG1HG3MG will meanwhile likely not take any damage at all. So not only is it useless because you need different echelon types for different enemies, it's doubly useless because you can't even use it to compare echelons of the same type.
The same goes for enemy CE – that is mostly inflated by enemy HP, especially for bosses. It doesn't even attempt to factor in how *mechanically* difficult an enemy is, which is in practice most often the limiting factor.
The only time you should care about CE optimizations is if you want to use Auto Battle for underlevelled teams. Since Auto Battles also suck, taking extremely long and eating a shitton of resources for not many drop chances and not much EXP, this most likely shouldn't come up either.
TL;DR: Ignore CE, and dickpunch people who have MGSG support echelons.
Author: Chiaki Matsuda
Tags: Autism Stats