But when it comes to entertainment (which is what a game is), this approach suddenly loses its meaning. Because the stakes are not that high (at least due to the lack of clear criteria).
You have interesting views on the development of TE. But this is a specific choice. Where balance comes at the cost of impoverishment and standardization. I have a different approach. Let there be randomness and unpredictability, at the level that is inherent in the rules of SOD. I get more pleasure not from building a chain through 10 heroes in the first week, but from finding some unconventional move, for example, developing a mage in parallel in the first week, building a GM, and defeating enemies there with a Light Bolt or Meteor. In TE, I haven't seen any original game endings in reports for a long time.
Although, in reality, I don't see a problem in promoting both versions. It's hardly that difficult, especially since Asm has already taken on simultaneous turns.