head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Pure Optimization
An open-world party blobber where promotion paths and skill routing matter far more than aim.

Optimization · Pure Optimization
Scheduling training, decay and skill counters in a solvable management loop.
Might and Magic VII: For Blood and Honor leans Optimization (Pure Optimization); Punch Club leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Might and Magic VII: For Blood and Honor
Pausable party combat; minimal dexterity.
Punch Club
Fights resolve automatically; you never throw a punch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Might and Magic VII: For Blood and Honor
Enemies charge on fixed logic.
Punch Club
Opponents are stat blocks with fixed styles, not minds
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Might and Magic VII: For Blood and Honor
Loot rolls and unknown dungeon contents first time.
Punch Club
Fight dice rolls and event pop-ups add noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Might and Magic VII: For Blood and Honor
Class promotions, skill points, and routing are fully solvable.
Punch Club
Stat decay scheduling and skill-tree counters are the entire game
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.