I can go with all these points.
Let's try a Change vs. Stasis world.
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I'm going to slant it in advantage of Change, but not wholly.
The Reigning Powers of Yarran are the Shimmering Lord and the Crystal Lady. On the face of it the Shimmerer is for Change, but he's a man, and that's considered to be more stable here so he's for Stasis, but then his works are change agents at times so he's for Change... It goes on, and likewise for Crystaline. Religious arguements about the will of the Two Gods can be inconclusive at times. They like it this way. They want people to have a basic ethical guidelines to keep them from completly falling off track, but they want a lot of flexibility and variety of thought in their worshippers. In reality both embody Change and Stasis, but in different ways.
Change Power as its known is also known in its more extreme forms as Wild Magic and True Worship. A Changist has an affinity for water and water magic, can change people or beasts into something else, can open minds to new possibilities, can break minds and bodies by forcing wrong changes (this is generally regarded as dark magic). As WM, change energy is pushed out into the world, and the subconscious of the caster shapes it. As True Worship, the Changist appeals to the Two Gods to Change the World as they wish (often such a Changist will only worship one of the gods, or even an aspect of one such as the Storm King--the Shimmering Lord in his aspect as ruler of hurricanes.)
However, the Two Gods do not go out of their way to encourage TW. But they are not immune to the pleas for help.
A Lord of Stasis (this is their title--Changists tend to be less hierarchical and have less titles. A Master Changist can be simply an experienced magi, or a worldshaker of the type that is seen once in a century) has as an extreme True Worship, and as another extreme, Preservationists who enchant items to preserve them, and in legend had enchanted whole cities against the Day of the End when they would be needed. It is said that some of the greatest heroes of all time were caught before death by the Preservationists and wait in hidden vaults (The GM could put a verser in these vaults.)
A Lord of Stasis may stop motion such as a runaway carriage, or wind blowing into the sails of an enemy ship, or the beating of a heart (this is regarded as dark magic.) A Lord of Stasis may remind and strengthen the mind to a set purpose. Few soldiers under command of a Captain of Stasis ever break and run even under the most hideous losses. A Magi of Stasis may repeat something he has seen done if its clear in his mind, or he may cause another to repeat a skill they have used (the first arrow hits on its own, the rest must hit...this is one of the 'Magi's Sayings'.)
The Seven Isles are the most powerful of the nations and areas on Yarran. They use clipper ships and auto-firing ballista (ten shots a minute), accounting, trade merchants, warehouses... They are a kingdom dominated by Changists. It is legal to be a Lord of Stasis here, and followers of Stasis are not against the law, but every congregation or community of Stasis workers has a royal spy in it. And there are strict laws against 'fighting the progress of mankind'.
This is a mercantile society with a strong bent toward technological advance.
Wanderias is a large continent named for the horse nomads who use to own it, and now are forced to subsist on the edges of its eastern dessert.
The largest nation on it is the Duchy of Per. The Grand Duke is a young man, and a devoted Changist who worships the Lady of Hope unlike the Seven Isles which are less enthused and more catholic. However, he has hundreds of Lords of Stasis scattered in the small villages of his backwards domain who resist the 'needed changes' quite effectively. Some argue that he is 'taking away traditional rights of the peasant' and he replies 'that he is creating a structure for good roads instead of mud pits which will benefit everyone'.
His highest tech is a galleon, and he has few of those. He has little ability to project power inside or outside his domain.
Morcan is the Wanderias' third largest nation, but the most powerful. It is wholly dedicated to the Lords of Stasis, and it views the Seven Isles as EVIL. The Morcanites have a figurehead queen, but the great nobles run the country as they have for the last thousand years, and they see no reason to change anything. Feudalism and serfdom and aristocracy was good enough for their great-great-grandpa and its good enough for them.
Morcan allows pirates to use sections of their coast as safe haven to harrass the Seven Isles shipping. With the great mass of people in Morcan (about five times as many as in the Seven Isles), no Isles army has ever succeeded in taking a Morcanite city. The Isles folks hate the Morcanites with a frustrated passion.
Morcan also interferes in Per by privately supporting the Lords of Stasis in the villages.
To the east of Morcan lie the Wedward Marches run by the powerful and distrusted Wedward Family. Its not as quite as Great as the other noble families, but what it lacks in courtly graces and money, it makes up for in plentiful children and military talent. Several of the greatest generals of the last thousand years were Wedwards, and 'even a dumb Wedward can be a captain' as the saying goes.
Its thought, but not mentioned, that in some distant time a Master Changist infused a certain talent into the Wedward Family. In any case, there are deep woods beyond the Wedwards where monstrous things roam, and there is the border with Timclair, and they need that talent to survive. And if Changists find secret caches and friendly faces in the dark of night, and the Family seems willing to come up with innovative explanations as to why their novel tactics and weapons are really old and traditional, why survival seems to prove the Wedward Family right, or so they say.
Timclair is also under the control of the Lords of Stasis, but under control seems a limited way to put it. Changists are boiled alive in the water they revere. Being suspected of being a Changist without much proof can be fatal.
Timclair is short of the Eastern Dessert and the land is dry, and the sheep eat the grass and don't help. Small villages exist in a location and move on to another when the sheep destroy what is there.
Part of the reason the independent villages of Timclair are so friendly to Stasis is they are subsistence villages. Change is risky. Sure, you might plant food in a new way and double your crop. OTOH, you might lose everything, and since everyone is needed to get enough food to get by...
Still bad times come....
And then the tribes get together, and send a horde to go plunder Morcan. The Wedwards try to stop this. The horde gets a bunch killed off which lessens the need for food, and it brings back a lot of food and stuff which also helps.
"Summer without water brings winter without peace."
Beyond the Timclair are the Wanderlias horse nomads who embrace Change with a passion. They don't kill if you disagree with them about religion. They kill if 1)They have not offered you bread. 2)You have stuff or they are bored. and 3)You don't look that much tougher than them.
"Live fast, die young, have a beautiful corpse."
A verser arriving in this world will have an advantage if they have a Marine degree of some kind, or have an understanding of Fluid Dynamics, or are some sort of Venture Capitalist or such like. These all help a Changist.
A verser arriving in this world will have an advantage if they have a degree in Physics, or are an enviromentalist. These help the Stasists.