Throwing my hat into the ring of the debate we've been having the last few days here, I think the main difference between Funchian design and Riptidean design is that Riptide wants to make better Limited environments whereas Funch's main thing is drafting decks that are as close to Constructed decks as possible. This isn't news. However, I'm going to posit that Constructed and Limited Magic are drastically different games, practically to the point where they shouldn't be considered the same game at all. Saying they're the same game is like saying that checkers and go are one and the same because the pieces are, technically, interchangeable.
This matters because Constructed-Limited hybrids under the Funchian paradigm will result in much more focused decks. This shows up in the MTGO Vintage cube and its ilk as things like the Storm deck. There are certainly parts of these decks that will be fought over; however, due to the mutually exclusive nature of these decks, cards are a lot more siloed and therefore fewer cards will be plausibly fought over once players find their seats. The main challenges of the draft are, therefore, claiming your seat and then figuring out what you need to prioritize.
Riptidean design tends to be a lot more fluid, with an emphasis on making as many parts as possible useful in as many combinations as possible. I'd argue that the phenomenon of "decks [the curator] never knew existed" isn't merely an offshoot of one of the prevailing philosophies here, it's actually the main reason we design how we do (or, at least, it's what I'm trying to make happen. Lightning in a bottle, I know.). That's not going to happen in a Funchian cube because
a) stronger decks will come together more often due to the replaceable nature of a lot of cards, which weeds out weaker decks and
b) if a card isn't in one of those decks, it gets cut.
Under this paradigm, the main challenges are how to react to a set of unusual parts and how you want to build things from there. It's the difference between
The Long Dark and
Factorio, for example.
In short, I'm not convinced that power level per se is the main difference here. It plays a part, but that's mostly because high-power cards tend to be simpler, which makes them less interesting for people who explicitly want weird things to happen. Rather, there is a fundamental difference in terms of what kind of game is being made.