What tools did you supply to handle the bounceland defaulting? Not challenging, just curious. My surface-level guess would be wasteland and friends.What I further liked about this was where he discusses first order optimal strategies, which I find are a plague upon cube, and while this may not represent a format solution, certainly feels like it cheats a format. It also represents natural imbalance within the cube, creating a benefit to running tech that requires the player to adjust their tactics when a first order optimal strategy presents itself. This adds depth to a format both due to the changing card evaluations it demands, but also because it prevents players from experiencing a format through the lens of a rather shallow strategy.
For an (again simplistic) example, let us pretend that my formats first order optimal strategy is to draft hexproof creatures like
Who is again our element A, causing other plays to start thinking of ways to counter that strategy, perhaps by drafting our old standby element B
This causes the troll player to adjust their tactics by drafting
Which causes us to--ok, ok, I'm partially trolling here, but seriously, the bouncelands (of which there are 20 in the cube) kind of were a first order optimal strategy here (though actually transition to being really deep cards: an important distinction), which has triggered a pretty extensive meta strategy chain from the formats inception.
I think that was kind of the missing part of the puzzle from the OP, as far as cube was concerned: to have a meta react there has to be some strategic bulwark its responding to, which is unlikely to exist solely off of troll/edict style relationships (though those relationships are beneficial on a micro scale, just because they provide greater depth to individual cards, which cumulatively is positive for a format). However, when you have a real density of a card type that offers huge rewards, that changes the equation immensely.
Now help me figure out how to do this with higher powered formats
I see where you're coming from, but one potential problem is that an answer to a common strategy isn't necessarily an alternative strategy, but rather specific answers. In other words, perhaps playing a more aggressive strategy counters people abusing bouncelands, but this is probably too broad a response than what you're hoping for, and alternatively players could simply run wasteland effects, but that's likely too specific a response than what you want (since basically any deck could do it).
Since your cubes are so planned out from the ground up it's probably more likely that you can do something with this than most. Although I have loose themes, if someone is playing Dimir in my cube there's a lot of different possibilities for what style of deck they might have built. In your case I think there's a more deterministic game plan for a Dimir deck, comparatively.
In any case, it's a really hard question to answer in general terms. You'd have to come up with a strategy that's ubiquitous enough for players to be able to consistently rely on as a first order optimal strategy (which means they can force it in almost every draft) and then you'd want to have something at least more than half as ubiquitous as that as a counter. I suppose it's theoretically possible, but you're right, it sounds very hard to do...especially with higher powered cards running around.
I can't help but ask, is it really worth it when there are so many other approaches?
If this is the narrative you want though, it's probably best to start with specific hypotheticals. How about using the flying/reach dynamic?