Thanks for the feedback! That is definitely true. One design philosophy I like (especially for shorter games) is to have imbalance that shifts around as the player progresses. So like Magic might be better at 1st layer for a while, but then upgrades shift it to 2nd (or whatever). You're right that splitter violates this, but in theory if there were more stages I would continue to make the player keep reevaluating and re-solving the puzzle.