I guess my mastery of nuances is also baffling :-D.
I meant it as a praise (first time was your 'state of the meta' statement). Nothing I heard wasn't to my taste, it's quite the opposite.
It's the game that isn't really sticking with me. LOR is a fantastically well done game, I absolutely don't question the choices made (well ... some, but that's marginal), and I am in awe of how well you guys do what you do. But I'm afraid it's not what I enjoy.
I think design space is too small // granularity too large. Gameplay is too much synergistic, self-centered, and the balance between ingame decisions versus pre-game decisions is too much skewed toward pre-game decisions. Basically, too much MTG-like. End result is interactions with the opponent matter ... not that much. And the game becomes repetitive too fast.
I prefer 'muddy' games where your plan (eg deck) doesn't 'simply work', neither does your opponent's, and the largest part of the game is how each improvise and make do with what each got to try to get back on tracks. some tracks at least, even if not the planned ones.
(In card games that points to TESL/AEG's L5R, which clearly are my top 2 among 10 or 20)
Again, this is only my taste. For the record, 'been playing LOR since open beta, playing two different accounts several games a day. before that I had a comprehensive experience with 10 or 20-ish comparable games, and some less comparable (clash thingy).
Hope this long wall of word fully answers to the questions you didn't ask :D