Let's recap throwing mechanics.
WPF increases damage ... but hardly anymore after you have 120.
PT increases damage (lineary) and accuracy for every point above difficulty.
See this pic:
Green - Knives, difficulty 1
Yellow - Wardarts, diff 2
Red - Spears, 5
So in essence, before the patch, your only real requirement to raise was PT, which also caused the broken hybrids - full melee build, 10 PT tacked on and oneshotting players and shields alike with pinpoint accurate axes before switching to oneshot glaive spam. So WPF requirement is good, since it stops those it's-just-a-few-points-hybrids and forces throwers to invest in both skills (anyway, I have trouble believing in "pure" PT 10 throwers, because at level 30 you
have had lots of skillpoints left). It isn't the case that it gets worse with every investment (i.e. you get penalties for raising a stat), rather you get punished by lowered PT when you forget to invest into WPF (as evidenced by not being able to pick things up ... you may call that artificial but it isn't more artificial than needing "powerthrow" to carry javelins in the first place). Ofc I might be wrong, I don't have the exact formulas.
So what this means is, dedicated throwers need now more balanced characters instead the pure str stack from before and I like it that way. The only issue is with shields, but this is balanced by shields taking 1 slot or 2 for the unbreakable ones, so it's a tradeoff anyway.
Anyway, for me, axes are nearly fine while javelins are just meh, so here's a few suggestions.
Make throwing weapons able to block while in throwing mode. The x button sometimes doesn't work.
Increase Javelin melee stats (I don't care about speed and it should stay below 96 but the damage is ridiculous should be like a spear), you need a slot for a melee weapon with them contrary to axes.
Increase Javelin accuracy.