@Saan Just poping to say I'll work on your article not before friday (got an indie rpg design contest to finish before thursday).
I'm not "against" you. If you see me a lot these times, it's just because I care.
Your article is fine, but it seems to me a little light and confused on some points, and this could be better there, if you wanted to talk to newest players.
For exemple : Sure / Hedge are not good cards because they compress 4 clicks in 2. They are good cards because they leave you @ 9+ c aka safe spot aka score-land.
Triple Armitage is really better than Triple MO, if you remove install click from the equation, because triple MO still gives you dead draws.
If you count it:
3x1c + 3xinstall + 3 draws =< 1x5c + 1xInstall + 3 draws.
Then you trade non-perma against 2MU (aka "need to draw, finance and install a chip/console but with <3 Chaos Theory <3").
Early against late.
LibAcc is not good if you count install & draw, because you use 6 clics to win 10c and economically that's not "really better" clics than Armitage tier (8 for 10, aka somewhere where Sure Gamble lives), LibAcc is somewhere 2c better than Sure Gamble land (not far from Dailyland) in term of econ x tempo.
LibAcc is good because it leaves you at 16c.
And so on (...considering Sure Gamble are same as Hedge is an error, because drawing in a corp deck isn't totally a decision... Etc).
Just saying if you try to teach new players some lessons (which is totally an admirable initiative !!! !! ! !!! !! !), I think you should try to gives them the same grammar as older players.
(and yes, "why it had to be you", well, deal with it :))