ID power levels, in general, seem to be all over the place. It certainly seems, however, in early cycles and expansions IDs were meant to be more supplemental abilities, not game dictating.Though more recently, with Lunar Cycle and O&C, FFG has been willing to give IDs very powerful and game changing abilities, with NEH, Blue Sun, Leela, and MaxX being a few notable examples.
Imagine if BWBI’s ID text was something like “When you turn begins, place 1 advancement counter on a piece of ice that can be advanced”. This instantly would’ve made card like Woodcutter, Tyrant, Swarm, and Salvage actually playable as well as changed the nature of the match-up for the runner. Instead, the ID, and all of that ice, are basically unplayable due to how click-intensive they are to be effective.
I’m not arguing for every ID to be T1 level, but the power level of some IDs brings into question whether or not these were tested with a thought for Netrunner’s direction and longevity.