Very good presentation! Directly using natural ratings makes the formulas much simpler to get. Just the logistic distribution is harder to see if you're not used to those formulas.
I'm not so sure if
dyth68's concern is considered by omega². If omega was sufficiently small to make ratings not overshoot and enough playing time without skill changes passed, the rating deviation over players should converge independently of omega. Of course the assumptions of no overshoot and enough time without skill changes do not hold. Therefore, omega has some influence, but it's not proportional.
It's good to see the formulas for omega_t and omega_g. What is g in the formula for omega_t²? The number of games the player played on that day or in total?
It seems that we are currently using very big omegas. It was interesting to see that this has a better log score. But maybe there is a local maximum of log score at smaller omega. To which extent is the better log score due to bigger omega only caused by faster changes for new players or by making it depend on game number rather than only time? And I'm wondering to which extent the
human and frog changes worsen log score and balancing.