There's my stupid essay on what broken means to me. I'd better get a good grade for this.
Well, not going to grade it but I'll give it a "Like".
I'll be watching my nephews for the next two days so I don't know how in depth I can get during the times where I think I can trust them to be on their own.
As such rather than get into too much discussion, I'll bring up a metaphor I like to use for "broken" cards: they are a mountain range. Like a mountain blocks your progress to a destination, a broken card blocks us from reaching a more balanced metagame. Like mountains, broken cards can come in varying shapes and sizes and just as a mountain is a mountain, so too is a broken card broken even though it may be the smallest in its range. Also like mountains, where you are at relative to one affects how you'll see it and how "broken" it may appear: when you are at the foot of one it can block out all others and seem like the only one, even if it there are many more just beyond it... and even if it is one of the smaller ones in the range! Without a proper vantage point and sense of scale, it can be easy to mistake how large a mountain actually is, and regardless of the size, you have to deal with the one in front of you right now while at most making plans for the next one.
The basic arguments against this is:
Your idea of integrity/enjoyment in tournament matches is not necessarily that of the players in those matches.
While this is true, there are common factors one can consider, and customer satisfaction should be huge. Especially for the Pokémon TCG. Regrettably this is anecdotal so if you think I'm mistaken or lying I understand, but the Pokémon TCG sales are mostly from
non-players and
non-collectors. That is right, the two main points of a general TCG aren't what propel the Pokémon TCG... Pokémon is: you have a lot of purchases that almost seem "random" because someone wanted a relatively inexpensive Pokémon bit of merchandise that doesn't take much space. Perhaps some also like having the option of going into collecting and/or playing if they find it intriguing. Unlike the games it doesn't require a potentially expensive electronic device to just "dabble" either.
Such people don't buy a lot of boosters, but when the reasoning behind the purchase amounts to "This is the 'toy' I bought my kid for behaving at the store/gas station/etc." I hope it at least seems plausible that such sales are a significant portion of the game's profits because of how frequent the occurrence may be. Yeah the hard core player or collector that buys a few boxes might be getting over a hundred booster packs per set... but he's outnumbered by well over 100 to one so he still loses out.
So the main thing about the Pokémon TCG is simply being "Pokémon". That isn't a very constraining factor, so beyond that I believe the logical approach for a business is to take advantage of a large base that is easily pleased by then tweaking things for the smaller demographics that are a bit more demanding... but pleasing them won't alienate the much larger base. In a sense it isn't quite "nothing to lose" but it is close. I believe that collectors are the next easiest to please, with players being the most difficult
but again, collectors being easier to please means that you can usually look at the actual players' wants without having to worry about alienating your collectors.
So... what do I mean by that? Using this as a basis we can discuss guidelines for what people will enjoy and look for not only the lowest common denominator, but also the uncommon things that are okay so long as they don't drive away the main customer base. This is basically my "Step 0" for trying to analyze the state of the game, but that also makes it useful for figuring out "what is and is not 'broken'?".