Plane Sailing
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If you look at the general bonus principle:
Weapon focus is useful with *every attack* so it gets a +1 bonus.
Weapon specialisation only comes into effect each time you hit (which is less frequently) so it gets a bigger bonus of +2.
Improved Init only comes into effect once each round, so it is an even bigger bonus of +4.
(Similarly, the general ST bonus feats give +2 to a save, the more specific ones like Poison saves get +4 since it comes into play less frequently)
I would guess that this is the reasoning behind the original setting of the numbers, and playtesting found that it was reasonable so it became the standard rules.
Since initiative is rolled on a d20, +4 isn't an overwhelming benefit.
n.b. in Wheel of Time d20, a high level alga'sis'wai with an 18 dex could have a +16 init bonus
Weapon focus is useful with *every attack* so it gets a +1 bonus.
Weapon specialisation only comes into effect each time you hit (which is less frequently) so it gets a bigger bonus of +2.
Improved Init only comes into effect once each round, so it is an even bigger bonus of +4.
(Similarly, the general ST bonus feats give +2 to a save, the more specific ones like Poison saves get +4 since it comes into play less frequently)
I would guess that this is the reasoning behind the original setting of the numbers, and playtesting found that it was reasonable so it became the standard rules.
Since initiative is rolled on a d20, +4 isn't an overwhelming benefit.
n.b. in Wheel of Time d20, a high level alga'sis'wai with an 18 dex could have a +16 init bonus
