I'll toss my 2 cents in this discussion as I find it very interesting.
I think there are a lot of ways to solve for a meta that is diverse, interesting and balanced. One core debate that comes up often is the importance of aggro to a meta. While I agree with the prevailing thought that you want aggressive decks to keep the control decks honest (at a high level), how you go about doing that I think is not black and white.
One of the points I'm constantly highlighting is the change in the game itself post NWO (not everyone will agree but this is my take on it). The biggest part of that IMO is the increase in power level of your top end creatures (I'll leave the walker discussion out of this). Grave Titan ends games against aggressive decks in short order. Where as old school finishers like Kokusho do not really end the game by themselves (you can't block and attack with it for example). Aggressive decks can still kamikaze their way through that card (even kill it though that option has a fog-like effect). Yes, it's a losing scenario long term but you can do it for a time and not lose the game outright. Finishers like the Titans stabilize the board while also allowing the control player to use them aggressively. They are simply much more game altering.
Because of that, modern magic has more of an urgency I feel. Aggressive decks simply need to win faster because the game essentially ends for them at 6 mana. Where back in original Ravnica (the set I played the most), I don't really think that was true. You were certainly losing as an aggressive deck if the control/midrange player hit 6 mana - you didn't want to be there - but the game wasn't over. So for me personally, I prefer that "softer" meta to the modern game and as such that is how I try to gear my cube. By muting the control/midrange options at the top end I do not need hyper aggro to be a thing in order for aggressive decks to be viable. In fact, because I play a lot of multi-player, I really need my aggro decks to have options if the "win now" option doesn't pan out. Decks that vomit their hands on the table in 3 turns really suck in most multi-player settings.
Someone mentioned making aggro more of an "aggro/control" arch type and I'm really in favor of that personally. I'm not sure I have successfully done that in my cube, but it would be the ideal scenario - where essentially I still have aggressive decks that can put pressure early but don't just roll over once the game goes past turn 5. At the same time, if someone loves to play hyper fast "go for broke" type decks, I don't mind trying to support that as long as it doesn't involve allocating 100 cards of my cube to make it draftable (especially since most guys I play with do not tend to make those kinds of decks anyway).