I didn't quite catch all your questions on weights...
but the way the #'s are normalized is:
at least these conditions are true:
all values are normalized
to:
max = ~100%
>median = 50%+
average ~50%
the one thing that is different between values is...
with preferences and skills...
min is ~<50%
where-as with traits and attributes
min is ~0%.
That is due to the way preferences and skills are skewed. They have a lot of null values basically, so almost the entire set of values are null. So we fix the null value by making it a neutral ~<50% value, and the >median values are 50%+ to 100%.
So... hopefully that clarifies how the %'s are derived to give you an idea on weights.
So an entire set of attributes (comparative to each and every other attribute within the dwarfs x attribute matrix) are scaled from 0% (if attribute or trait; otherwise ~<50% for preferences and skills) to 100% respectively, same for traits, skills, and preferences.
So within each "aspect" or "domain" or "category"... whatever one wishes to call: traits, skills, preferences, and attributes. We have an average of .5 across each aspect; and each value within said aspect is directly comparable to each other.
So... it extends the comparative dimension of the problem to 4 dimensions, with each "plane"/aspect being 1 dimension (aka all attributes compared to each other). So each dimension lines up at a .5 mean, where above .5 is >Median values.
Therefore, when you set weights, the weights work with a range of values from 0 to 100% for each "plane"
God, I hope that makes sense.
PS:
If you want to see how each aspect individually does it's "Rating", you can disable all the other aspect's [global] weights
As to my strategy with weights. I always treat each "aspect" as a sum total of 1. So each weight within that aspect, I try to ensure a sum of 1 with all total weights. It's completely arbitrary, because it's all based on ratio's between the weights. However, what I do within this "sum of 1" (because ultimately, that's how weighted averages work, they reduce each weight to a contributing %) is create sub-groups. Say I'm making a melee combat role. I would segment skills into "groups" where the group tries to represent a certain % of the total, therefore each individual weight would be some value below 1 (aka 100%).
You shouldn't have to reduce anything in relation to each other. Everything set to 1 (out of say 11 weights) would mean each weight is 1/11th.
Say, if you have 3 weights...
.5 and .5 and 1
sum = 2
Then
.5 = 25% (.5/2)
.5 = 25% (.5/2)
1 = 50% (1/2)