This seems cool as hell. Probably easier to implement than 3.5 too tbh
My changes to Faiths & Avatars include...
d20's for Hit Dice, if demi-deity or higher,
Ability Scores up to 50 (with scaling benefits),
AC and THACO have no caps,
Damage based on size and Virtual Size Categories,
Virtual Size Categories based on what your Strength would be in 3.5 based on your damage modifier,
Natural AC bonuses,
Bonus divine ability slots based on your rank + 2 cosmics based on your portfolios instead of scaling portfolios.
No ability score, AC, THACO, Magic Resistance, Save, Skill rank, or divine status prerequisites for abilities since AD&D 2E and even 1E toss all that in the toilet.
Multiple overlapping Classes and Kits w/o the disadvantages, but at an exp cost, etc.
Over deities (up to First Ones) are basically like Greater Gods, but outrank their lessers (being able to freely demote or promote those in their own pantheons at no cost) and have a few extra abilities.
Beings beyond demiurges are unfathomable even to gods.
Apologies for the slow reply amigo. Must have missed this.
Well the thing is 1st Edition (which basically IS identical to 2nd Edition) already had no level limit, rules for deities (at the back of 1e Manual of the Planes and also expanded upon in the World of Greyhawk boxed set (gold and red box) which added rules for Hero-deities and Quasi-deities. You had the stats for immortals in Deities & Demigods/Legends & Lore.
No apologies necessary. I lurk mostly, but I check the site every few days or so.
I found 1E and 2E to be very different with how they handled deities. 1E had actual stats that made sense, while the divine abilities were kinda weak. 2E gimped the Avatars heavily, but boosted the actual gods themselves to levels that were largely unmanageable until they made corrections in Faiths & Avatars that made them more usable until you hit Intermediate god tier.
Although, in all honesty, even their most absurd abilities were useless against other gods and mostly for micromanaging mortals.