Did you look at the spreadsheet? It's levels 3-20.A number of problems here.
1. You need to rest for a variety of level ranges. I suggest the tier breakdowns of 5, 11, and 17.
I don't see how AC would affect the difference between the numbers. Chance of hitting does not change. A quick test shows that higher AC is more in the Champions favor. Of course I haven't factored in precision yet.2. AC is way off. You need to test a range of the most common AC values at a particular level. AC should be 13-15 at level 5 testing 16-18 for level 11 testing, and 19-21 for level 17 testing.
3. Fighting Styles and feats are important. For the Great Wespon fighter, he should be using a greatsword. With the fighting style the weapon damage of the greatsword is 8.333. But the great weapon fighting style also allows you to reroll 1s and 2s for superiority dice. This will give a significant damage edge to the battlemaster.
One of the options was greatsword with great weapon fighting. If you reroll 1's and 2's if favors the champion, not the battlemaster since you reroll your weapon damage on a crit. [EDIT] If you're saying that Great Weapon Fighting should let you reroll 1's and 2's for your superiority die, I disagree. If there's official word on this that's fine. But it's only 1 reroll, not a guarantee that you won't get less than a 3.
4. The best use of superiority dice isn't always flat damage, but when it is, it's typically better to use precision with greatweapon master. Being able to turn a 24.3333 damage miss into a hit is a much better use of a superiority die than to add 6.2 damage to a hit. Then there are maneuvers like riposte or commanders strike which add significantly more damage than you would get by spending a single die to enhance a normal attack.
I agree, the battlemaster has more flexibility. I'll have to think about if I can integrate in precision. Not sure I want to spend any more time on my program at the moment.

The standard is 5-8 combats per day with 2-3 rests. I agree that more rests benefit the battlemaster. If you do 2 combats per rest, average 4 rounds per fight (about best case for the battlemaster) and always add damage with greatsword/great weapon fighting the advantage goes to the battlemaster by a little over 1 point5. Typical combat in 5e lasts between 3 and 5 rounds. Also you are supposed to have just two or three combats between short tests. This gives a typical adventuring day of 6-8 combats per day, 2 short rests, and roughly 25 rounds of combat in total.
I never said the battlemaster didn't have more options.6. The effects of maneuvers can be important. An archer being able to shoot a dragon out of the sky by making it fall prone for example. Or an archer using goading attack to make the BBEG have disadvantage on all attacks against the rest of the party while keeping out of the BBEGs reach himself. The ability to make tactically meaningful choices will have a much higher impact on the outcome of a battle than random spike damage.
7. Since the champion has no control of his damage, he cannot burst down choice targets. He also risks overkill. In essence, the champions damage has much less precision so while the average might appear fine, it will often be ineffectiently used. You are just as likely to crit an enemy when he has 5 HP as you are when his HP is full. The problem is scoring a crit on a 5 HP target is mostly useless.
Meh. I'm not sure it makes that much different.
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