I'm trying to decide on a couple of 7th legacies to add, pre-imbue.
Currently I have (for DPS weapon):
Captain Area-effect Healing
Melee Skill Critical Multiplier
Grave Wound Damage
Cutting attack damage
Blade of Elendil Damage
Bleed Damage
Might
But, wondering if I should drop might for the new Battle readied damage (extra 10-14% damage when ranked up), but I can't get a feel for how that really works. It seems like as soon as you exit battle readied by hitting either pressing attack or Devastating blow, you enter battle hardened, and lose that buff. So, it may only apply to other skills like Grave, cutting, but possibly only until you enter battle hardended?
Any insight into which would yield more damage overall between might and that (however little it may be...).

Similarly for my DPS emblem:
Captain Critical Healing Magnitude
Rallying Cry Healing
Sure Strike Damage
Vocal Skills Healing
bleed crit damage (was bleed pulses)
Devastating Blow and Pressing Attack Damage
Shadow's Lament Damage

Trying to decide should I keep bleed crit damage (which I assume just adds a % on top of damage when the bleed crits), or, swap for Time of need buff duration which post-imbue also has a +damage component (although it is small, max 2.8%), or light skill damage, or stat legacy.
I assume we will retain the option to have ToN duration on a non-imbued swap item, as that is how it appears currently.

I know you can swap out legacies post-imbue, but I'm looking at this as more or less a permanent setup, as I don't desire to purchase store items to change things later, so want to feel comfortable with the choice from the get go.

Thanks in advance.