Another awesome update! I think the victory reward system for hosting tournaments-- that is, that you now make money if you win instead of losing less money-- is probably a more comfortable design decision for most people but is a little sad for me because I thought it was cool that as the card game company tournaments always lose you some money because you are the one putting them on and it's about PR and sales and stuff. I like the change to policies where you pay money to implement them and the stats reduce the cost, but I think that losing your employee's stats while on assignment in addition to the cost feels punishing for non-revenue-increasing decisions. Also the semi-limited revenue increase is really large and I don't remember it being that big but maybe I just never noticed it before.
I think the danger markings on the pack-picking screen are a very nice QoL improvement, but they are currently glitched to only show on one pack if more than one dangerous pack appears. This is assuming that I have correctly understood the markings show up when a pack would cause a revenue bonus to fail if taken.
The new implementation of indomitable is very powerful. Surviving not only effect damage but also in battle may make indomitable spamming effects like the taco shop a bit too strong, particularly since wind, fire, and water seem to have been nerfed (but I haven't played the new update very much, maybe I just haven't seen the new synergies for the other elements). I think the changes to the jewel bug line are very cool, but they do make the creature much more complicated for new players. I also think the second to last one has the hardest ability to activate, since having cards in hand or allies on one side isn't too bad but allies on both sides is tough. It makes sense that they needed to change, though, given the proliferation of indomitable on earth cards now.
Changing the card series that cares about the number of element types present in your graveyard from mixed to normal makes some mechanical sense, since normal is the one element that doesn't remove cards from your graveyard, but thematically it's a little weird since caring about multiple types has so far always been a mixed thing. Probably with more cards (i.e. in the full release) it can just be a part of normal's color identity, though.
The aura coin for going second no longer giving +1/+1 and having 1 hp is kinda weird. I assume the change is because the free +1/+1 was very good, but going second is very bad so I'm not sure it was unfair.
I don't know if it's real, but it seems like combat runs a bit faster than before, which is super super awesome and makes the game feel a lot better.
I finally beat the game with an A ranking, but I had to accept one failed attempt at hiring an employee to do it ;.; I got the semi-limited asset bonus and then +10 assets when playing a semi-limited or limited card, which I had made all cards be, so I had a lot of money.
I bet it's impossible, but if there was a way to have the different versions of the cards and rules you've experimented with during development as different versions of the base mechanic themes that the player has to decide for the company when releasing a new element or something that would be really cool. But I think that would be more TCG creative director simulator than banlist simulator and also probably impossible to get working well.
Anyways, still fun as always, looking forward to purchasing the full release.