Okay, assuming either starting with 5 counters or starting with 4 and a likely errata to the Nyst attack so it's possible to have only IW_AirCasualty +1 on the Airship Reserve path, it looks like it's possible to achieve the best present result (IW_VP 20+, Fleetsize 1+), even if barely (my math ended up with IWP_VP=21, Fleetsize=1) while still grabbing a shitton of unique things: Crimson Sword, Crimson Vibrator, Twisted Charm, Ancient Crusader Sword.
Which might be the expected balance? As in, on a perfect route, you get the victory and the trinkets, in a less good route, you get one or the other?
Also, there's a +2 Ginasta and -1 Nyst exclusive to the island compared to the fleet, both possibly relevant later.
Note: The IW_Fuzkao check in the finale however is likely too easy. 7- on the "not unchecked" path is basically impossible to miss if you've founded the Givini Mage Guild.
And yeah, for funny that it is, killing him early is probably just not worth it. It's not like he is the main threat, both in story and mechanically.
you had take in account if you made the investment in chapter 4 at the start of chapter 5 talking with patrici you gain a free +1 airship counter? (+3 if already militarized)
So, it's 5 if you invested into it by the end of Chapter 4 (2 from iterations, 1 from talking with Patricia, 2 from the queens), and maximum 3 if you delay it until Chapter 5?
And it's at least 8 if you invested before the Erosian War + did the Militarization before the end of Chapter 4?
Damn, balancing IW_AirCasualty will be hard with such a variance. You want it to be meaningful to all saves, but don't want it to completely cripple most saves (only the most optimized saves will be in the 8+ cases)...
Maybe a small bonus depending of your remaining fleetsize in the next update?