Nolio that's what makes this tech change so difficult with a new race in play. We know the old mechanic worked with the core races, but not entirely sure how it will go for Undead. In the current % based system the skeleton gets buffed from 1 attack to 1.1 attack from tech upgrade. Changing to point based, the skeleton goes from 1 to 2 from tech upgrade... But the skeleton doesn't get any armor, so it won't get any defense upgrade, making the tech just make it more powerful for attack - still the same old weakness, which maybe brings balance in the grand scheme.
Keeper's concern of overpowering the fodder races is valid, but I think for the core races it's not so much a problem due to the armor imbalance - Gnomes still being weak af for instance because we only have 2 armored units. The real problem for fodder units comes from build speed, Gnomes have always had the Militia, and that didn't cause an imbalance in old old Thard, so I assume the skeleton won't either based on the Gnome's history... But, the Gnome's Militia wasn't ever able to dodge Long Range phase, so they'd still get cut down in huge swaths before they could ever unleash their teched out power - there's no such balance with skeletons who will specifically be getting shuttled from ranged to short/melee, meaning they're even more dangerous for ranged races (as a Gnome, we luckily get a pseudo counter with our Militia).
For now I'm going to run +1 across the board, and we can monitor results. If the wildcard Undeads become too powerful - might need to tweak it to reduce the tech upgrade on them, at least for the sharper blades... We'll see though, I don't want to draw some fear based conclusions when there's many other factors at play, Undead having 5/6 armored units at 3 heavy included (not sure that totally makes up for the fodder buff, but it's something).