Ok, I can agree that specifically constructed teams can wipe out neutrals very effective with skulls.
But it still not addresses a problem. Not everyone have this troops. Not everyone will compose such teams. Not always this troops are available at all. So… What the point? “I can make uber-powerful team basing on skull damage, then skulls are overpowered and not need to be set in line with magic”? No. Moreover, for such overpowered team, it’s not even matter if skulls will be made more lethal - just because for you they are already lethal enough. You cannot kill the same enemy twice, and there are no more skulls suggested, only damage of one skull attack (that is too low now, if you didn’t enhance it with numerous buffs).
Basically, I am concerned with “pure skull” damage (that is capped on +2 now) - and, mind you, it would be +61 even if the full field involved, that even not close to pure attack of your troops. And “criticals” that theoretically must enhance skull attack, but actually does nothing.