While I acknowledge that your interpretation could be correct, I feel that it might be a bit of a reach - I was just trying to take Damon at face value, after all. Furthermore, his following statement seems to suggest otherwise. "But no other changes were made [to the cards]. So, they kind of fell into a place where yeah, if you can get advancement tokens on these ice, they are brutal. Getting advancement tokens onto that ice is a problem. You have to be dedicated to make that happen." The fact that he still suggests that the post-AOWR AOWR suite could be brutal, if you manage to rez them, suggests (to me) that he does not realize how bad the actual numbers on the card are, and that, likely, that is because those were not what changed. Again though, you may be right.
Yeeeeap. Looking at Swarm's 8 rez cost still makes me involuntarily shudder.
I had heard the same; I didn't think it would be appropriate for me to including that detail in a published article though, considering it is still hearsay.
Thanks, I like it too, heh. Earlier iterations of Specialized Reinforcement toyed with the idea of ignoring the install cost of ice, but that definitely shot its power level up a whole lot. As you note, being able to install a new ice as the outermost piece of a stacked server late game, for free, and then being able to clicklessly place advancements on said ice is very useful - it's both a significant economic effect as well as a major tempo boost. Definitely hear you though - I was happier with the idea than the exact execution, which is very hard to properly balance without any degree of testing.
I largely agree with this point, mostly because I think the design team won't want to make any new, stronger advanceable ice that fulfill a similar role to the AOWR trio until the trio cycles out (which grieves me). Same goes for BWBI.