Should be interesting to play around with.
As for the cooldown scaling thing, that's also an infinite mode issue I've been meaning to bring up. It seems that the enemy scaling is "flat" as in all units gain x power where x is based on some exponential function.
This means that past a very, very, very early point. Whatever the base power of a unit was is completely irrelevant. All that matters is their cooldown (part of why old Shadow Assassin was a run ender). A unit with 2 million and 20 power is no different than a unit with 2 million and 60 power. But one has a 2s CD and the other has a 6s CD. It causes all units to lose their identity over time.
The same is obviously true for all flat power reaction units. Having +20 power whenever something hastes only matters very early for the enemy. Beyond a point all that matters is their base stats. So every unit that doesn't do crit/haste/charge is just reduced to a stat stick with a CD. Nothing else on the unit is relevant.
I think moving some of the enemy scaling away from flat power gains and towards scaling their flat power reactions would make your enemies scale a lot more like you scale and make stat check one-shots less prevalent. Currently you either die from the first hit from an enemy in infinite, or you literally cannot die as you will outscale them through the fight, and then be stuck in slideshow mode for about 5 minutes as the game engine dies trying to process everything scaling towards infinity.
Because it's not even a CPU limit past a point. Yes at first you have a couple cores pegged to 100%. Then the engine itself just loses its will to live and you drop to like 60% utilization as the game just grinds to a halt. Then when the enemy dies, the wave doesn't end. The game just keeps resolving triggers that got backed up for another couple minutes before you can end the wave.
The freeze on loading into waves that starts around wave 66 is also still a thing and it gets longer for every wave. I'm guessing something about how that exponential function adds power to enemies is the reason it just takes longer and longer every single wave and starts to be problematic once power added is north of 1m.
Edit: Just faced a 1.2k power column +20 knight thingy on wave 4. That's not okay.

This amount of shielding was not enough to beat it, for reference. It just one-tapped me before I really got to do anything.
Edit2: When I reloaded the run after editing this post, my units swapped positions by themselves, breaking my combo. So that's a new bug.
Edit3: Wave 8 and the game is broken, have to retire the run.

The core is stuck in an infinite reaction loop as you can probably tell from the reaction sprite being layered so much it's just a white circle.

If I had to guess, it's that the overheal caused my bottom regen dude to have 1m power regen (also that unit was already good, now it's OP with row charge instead of charge right). So every time it goes off it triggers the +2 power to allies 100,000 times. Since it's charging the Water elemental to its right, that is just overhealing non-stop pushing the 1.4x power on top of that to create numbers that maybe shouldn't exist on wave 8.
Edit4: The "Every 10 regen do x" just killed another run at Wave 13. That effect either needs to be scrapped or you need to code it to work way more efficiently. It just breaks the game currently.
Also so far outside of a single random "get a gold unit" store I haven't seen a single one of the new incredibly overpowered units in stores. But my enemies usually have 1-2 of them on their board. Meaning that if you are unlucky and hit a board like that before you've hit full build with enough scaling/upgrades. You simply lose and no choice you made could have changed that. Going damage seems completely doomed currently as most enemy boards spam shield/regen to the point where nothing you could have built damage wise at that wave would ever break their tank. So it's just a tank-off until fatigue kills.
Edit5: bruh, I just faced TRIPLE golden new OP unit on WAVE 1.

Edit6: Not sure if bug, or intended. But when a unit that slows 4 targets uses its slow, it counts as 1 slow for the Poison Core's reaction.
Edit7: Made it to Wave 60 before the game hard crashed. It did not enjoy my 368B power Witch, at all. So yeah, you can get about 2/3 of your board infinite still. Water Elemental + Arcane Anomaly + That row charging regen dog in one column. Then you put Shielder+<haste/slow/crit for whichever reaction your core got> on the dog's row and you have infinite shielding, infinite regen and infinite damage with a flex slot for infinite slow or haste or crit, whatever you feel like really. Takes a bit to come online, but it's still there.
Edit8: Ooh boy is the -% power bugged.

Which leads to this:

The overflow is real, and it will kill you (and your CPU). I instantly closed the tab when I saw this happen, but it still yeeted my CPU to 90 degrees instantly, who needs Cinebench anyways? This is more of a CPU stress test.




