I expected that the new set would bring cards to "break" the Mega Rayquaza combo, but it became stronger instead. :0
Well, just waiting for new scans. :b
Perhaps that was the intention, but your comment is extra humorous since in TCGs, "broken" refers to cards that are seen as overly powerful. Give it another few sets; right now the game feels like
Dragon Ball Z (especially this time, since 'Quaza =P): they have to build it up for a bit and
then will counter it to make us feel like the game is progressing and so that whatever counters it will seem awesome. You know... instead of just giving us balanced (or as close to it as they can) gameplay the whole time. ;P
This set is really turning out pretty great for me so far - what do people hope for most in this set?
1) Lower Stages that are useful without themselves being overpowered or otherwise feeling abusive; it won't fix everything but it would be a step in the right direction for Evolutions lines to truly be combos instead of the lower Stages simply being stepping stones.
2a) Higher HP scores
without damage creep - long time thing for me is that the TCG HP scores are too low for what the-powers-that-be want to do with the game. Can't issue an errata to tone everything that exists back down, so the only other option is to inflate scores to effectively nerf what we already have.
2b) Pardon the fancy numbering, but this point is too close to the prior to be totally separate but too much to make one super-long point: alongside increased HP dial the damage back. This would allow higher HP scores to become the norm (along with other shifts in design) by making it a transition period. Eventually the earlier stuff will rotate out and then the game can further progress, but higher HP coupled with lower damage would keep newer, larger Pokémon from overwhelming what we already have.
3) More "can attack when going first" clauses in attacks
but only for set-up and preferably on Evolving Basics (or at least on non-Evolving Basics that aren't also useful as main attackers).
Deoxys (ROS) wasn't a total waste but it didn't draw enough to really be worth it, though perhaps it will in the future. If
N is cut at rotation, such draw effects are likely to become better early game. If each Type had such a "set-up" Pokémon, it would also help counter
Seismitoad-EX, undermining the lock without shattering it.
4) Snorlax, preferably in a "good but not broken" capacity.