I do find it strange how much time is spent by the community at large nitpicking small (relatively cosmetic) changes to the MTGO cube relative to the amount of time spent talking about the more high level issues. Not that there's not room for discussing both, but it can feel a little counterproductive. Like, how are we as a community supposed to expect a better product if we complain every time some small detail is changed.
For example, there was some ruckus over the removal of Shelldock Isle. Sure, it's a card, but it doesn't really affect the environment in any meaningful way. Major overhauls seem unlikely if minor, mostly irrelevant changes cause such a commotion. This is one of the major drawbacks of design by committee. When you read about real set design diaries, they talk about axing a third of the set at a time and bringing in new mechanics and retooling the balance and dynamics constantly. But all that happens behind closed-doors. There's also just the fact that you can't make everyone happy.
My overall objections to the MODO cube are based on a belief that they don't apply the same design standards that guide their own designs. Wizards breaks rules and delivers creative solutions all the time. They understand how their game works. Is the complete RTR block going to focus on three-color decks as opposed to two-color? Then let's jam fixers in the basic land slots, to hell with the rules. Problems with cube dynamics? Sorry, our hands are tied.
But maybe that's symptomatic of the community at large? Like how many years can people mash their teeth to try and figure out how to appropriately power a color (e.g. black) when the solutions are rather straightforward. Can you imagine that in a design meeting?
"Sorry Mark, we've been at it for months but aggro is still terrible in this new set."
"Oh, well can't you change something? More strong aggro cards? Fixing that aggressive decks can use? Including blockers that have lower toughness? Higher costing board wipes? Fewer Planeswalkers? Weaker control bombs? Less acceleration?"
When I suggested elsewhere some ideas for fixing common cube problems, I got responses like:
"Oh sure, that will make it better, but I won't be impressed if you break rule X"
"I believe in powering up, not in powering down." (As if it was a mark of shame to not include the most powerful card in a slot).
"Hey man, we need to rework this track, the vocals aren't coming through at all."
"Sorry boss, no can do. The vocal slider is already at the max."
"Nothing you can do? It's being drowned out by the bass."
"Oh, well that's at the max too. I want all the sound to be as full as possible."
"And the treble?"
"That's at the max too. I don't believe in moving any of the sliders down."
"I'm sorry, but we're going to have to let you go."