Modifying enchantment values + calculations

In my quest to rebalance the game to my liking in a modpack I've been working on I managed to momentarily remove the ability for certain enchantments to be applied to any item (minus creative mode bypass).

However now a thought came to my head regarding how the likes of Fortune have certain multipliers applied per level. To be more precise: Fortune I -> +33% average Fortune II -> +75% average Fortune III -> +120% average at least when solely based on ore drops Instead I was considering to adjust these values one way or another even if it's a lot more complicated than initially expected

For reference I might as well share how I went about "disabling" enchantments in the first place (KubeJS used to autoload datapacks): under \minecraft\kubejs\data\minecraft\enchantment

  "anvil_cost": 4,
  "description": {
    "translate": "enchantment.minecraft.fortune"
  },
  "exclusive_set": "#minecraft:exclusive_set/mining",
  "max_cost": {
    "base": 65,
    "per_level_above_first": 9
  },
  "max_level": 3,
  "min_cost": {
    "base": 15,
    "per_level_above_first": 9
  },
  "slots": [
    "mainhand"
  ],
  "supported_items": "#minecraft:empty",
  "weight": 2
}```
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