Those are corner cases created by rule differences to differentiate how they work while how they work are essentially the same.you got flack because mechanics aren't actually subsets of other mechanics most of the time*. you can make mechanics behave like other mechanics by creative usages, but that doesn't make them subsets. Even ward 15 is still not hexproof (especially in EDH), and the uncounterable thing definitely can't be left aside, as blacksmithy notes.
they are their own thing. Ward is being praised because it's excellent (and focused. It does one thing, creature protection). Kicker is hated on because it's not excellent (generic and too broad)
*Just one reason that Overload, for an example, isn't even an actual "subset" of kicker:
You can't overload a card when it's cast for free, but you can kick. There's also a critical difference with, say, Snapcaster Mage. The flashback granted does not let you cast overloads, but you can still kick as you flash a spell back.
- If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
You could just as wel create kicker and rekcik where one of the two could be done while paying alternative costs and one where those things cannot be done.
Ward a lot or ward you lose the game are essentially hexproof. I quite like ward 1, 2, pay 1 life or something like that. More and it becomes for practical purposes hexproof. The glasskite example is just a lot nicer.
My main grip with ward is that it is again only a pro ability without a con.