That being said, "Ultimate Respec" suffers from the same problem that plagued "FreeSpec"—namely its lack of support for custom classes. This is because both "FreeSpec" and "Ultimate Respec" set the minimum value for each Stat to the starting values for the player's current class—a process which requires a complicated static registry to implement.
However, this restriction is oriented more towards immersive consistency than mechanical necessity. Potion based respec mods like "
Respec/Restat Potions" work just fine without checking whether a player is below his or her "starting stats"—which indicates to me that starting Stats are more or less arbitrary.
And so I decided to remove that unecessary code. Following the class-adding instructions provided in
the official FreeSpec thread, I created a set of class-triggers linked to the generic "Player" unit-type (which both vanilla and modded classes inherit). For these triggers, I set all Stats to a minimum value of 5 (instead of 10 or 15). Then I removed all class-specific files and triggers from the mod—leaving only the "generic" Stat respec triggers in place.