Ultimately game designers have two jobs, one of which is a necessity and one of which should be the driving force behind what they do.
The necessary goal is that they have to make the game a commercial success, because otherwise FFG won't be willing to print cards any more. The idealistic goal is that you want the game to be as fun and interesting for as many people as possible. Obviously, the kicker is how you actually accomplish the two goals. I don't have access to FFG's sales data, so I can't tell you how much of their revenue comes from casual players compared to tournament players, or how much they feel high profile tournaments like Worlds boost overall sales. It's also clear that the two goals overlap a good deal; the more people have fun, the more the game is likely to be a commercial success.
However, ensuring people have fun usually means that you need to cater to all audiences. My design philosophy always used to be that you should cater to the casual player first, and that if you make cards interesting, elegant and open-ended enough that your average kitchen table group can have fun then the tournament die-hards will still be able to grok their top tier deck from the cards and get their own satisfaction that way. Designing cards specifically for tournament players is more likely to alienate a large portion of your player base.
I don't really have a particular problem with CtM from a design perspective; it's an open ended, fairly elegant card that ties in to what the faction is trying to do. The problem really is the critical mass of cards that surround it (EoI, HHN, political assets, GFI and Breaking News, to compile a shortlist) that enable the deck.
That obviously then feeds in to a whole new discussion about how much designers should be looking at the meta when creating new cards, but I've already waffled a ton in this post so I'll shelve that for now.