head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Practiced Mastery
A PvP-centric MMO where aerial execution and reading opponents in Abyss battles define competitive performance.

Optimization · Grand Arena
Asymmetric sci-fi RTS where tiberium economy management and faction counter-play are the decisive layers.
Aion leans Execution (Practiced Mastery); Command & Conquer: Tiberian Sun leans Optimization (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Aion
Aerial combat and combo chaining require timing and positioning
Command & Conquer: Tiberian Sun
Stealth unit deployment and artillery positioning need precise timing
Command & Conquer: Tiberian Sun leans a little harder on reads, though the gap is small.
Aion
Rifting and Abyss PvP feature real adaptive opponents
Command & Conquer: Tiberian Sun
NOD vs GDI asymmetry means opponent strategy must be predicted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Aion
Enchantment stone RNG is a meaningful hidden-information layer
Command & Conquer: Tiberian Sun
Tiberium field growth and map elevation create meaningful uncertainty
Command & Conquer: Tiberian Sun leans a little harder on optimization, though the gap is small.
Aion
Manastones and gear sets have well-known optimal configurations
Command & Conquer: Tiberian Sun
Harvester routing and unit counter choices are deeply solvable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.