Thank you very much for playing the game, sharing your impressions, and providing such detailed feedback. Here are my thoughts on some of the points you mentioned.
The new version of Indomitable is quite powerful in my opinion as well, and Taco Shop is also a very strong card. If they cause balance issues, I'll make adjustments.
When you mentioned the "semi-limited revenue," were you referring to the revenue from the Semi-Limited Notice policy?
Gaining 20 assets from a single adjustment is certainly a large amount. However, trying to generate a large amount of assets through this effect can interfere with the balancing system. Also, in the current version, having a huge amount of assets no longer prevents game overs from boss battles or riots, so I increased the bonus somewhat. I'll adjust it if it causes problems in further testing.
When you mentioned the "danger markings on the pack-picking screen," were you referring to the eye icons that appear on some card set choices?
Those icons are actually part of a system where card sets from later stages can appear earlier than expected, adding some unpredictability to card combinations. The icon is meant to suggest that you're making the risky choice of releasing cards that would normally appear much later.
A dangerous set is designed to appear only once at a specific point, so having more than one appear at the same time is indeed a bug. As for the revenue bonus not working when selecting the set, I believe this may be because the set is treated as containing all elements, which prevents the effect of a bonus that requires the set to have no cards of the same element.
As for Normal gaining a mechanic that references elements in the graveyard, the original pure Normal concept created a major balance problem because it made Normal too independent while also having no need for elemental costs.
So I changed it to allow Normal to change other elements in the graveyard into Normal to activate effects, and then consume those converted Normal cards to activate another effect. This creates a way to build Normal + another element combinations, allowing Normal to share a multi-element concept with Mixed in a somewhat different way, while also making the two archetypes work together.
Regarding the 0/1 Aura Coin when going second, its stats are designed to work with the Aura buff, allowing it to become a 1/2 when needed.
If you don't use the Aura, its 0 attack means that the first player won't take damage even if they don't have a 1-cost card, while also avoiding the situation where the first player's guaranteed 1/1 play gets destroyed.
Of course, Aura cards are something I'm still adjusting quite frequently, so their stats and mechanics may change again.
As always, thank you for continuing to play the game and for sharing your thoughts. I'm still working on new cards and animations for their special victory effects, so there's more to come.