The argument is that objects like, for example, a stable with wings, are an incredibly overpowered element. Giving one to a player makes it easy to control the game, and they win easily.
In my opinion, balancing control is best achieved by providing "easy control" to both players. Otherwise, factors like wings, Chaos Zone, or Castle of Valor in the first Utopia will continue to dominate. It is quite possible that in HotA, it will become possible to configure the template so that both players receive the necessary objects.
And in general, implementing the proposed ideas will only lead to a simplification of the game, which will diminish skill, and the distribution of objects will play an even greater role.
This is a debatable statement. Again, adjusting the balance of object distribution is a separate issue, and simplifying the game, in my opinion, is a plus for both players and viewers. The fact that these objects can change the established gameplay does not mean that skill will be diminished; it simply means that the concept of "skill" will change, i.e., only the standard technique of the game will change. The introduction of workshops and candies is a prime example of how new objects can refresh the gameplay without causing imbalance or rejection.