(And it's sort of strange and more than a bit rude to just decide that everyone who disagrees with you is just deceiving themselves. Seriously now...)
I didn't decide that everyone who disagrees with me is deceiving themselves. Just those people who disagree with me on whether imbalanced sets are fun for Dominion players in general.
I don't have a problem with playing the occasional game where BM is clearly dominant. I don't even have a problem with playing many games where BM is slightly dominant. I also don't have a problem with playing the occasional ugly game where you need only one of the 10 cards to win ... the problem is that with a wide pool of cards to choose from, those ugly games show up too often!
Roughly I would characterize kingdoms (sets of 10 cards) into these categories:
A. There's three or more viable strategies, with approximately equal likelihood of winning.
B. There's two or more viable strategies and maybe some that are obviously inferior to
an experienced player but not to a casual player.
C. There's only one viable strategy for an experienced player. Casual players who don't
see it will lose. There are some nuances to executing the strategy that will distinguish
the experienced player from the expert player.
D. There's only one viable strategy for the expert player. The winner will come down to
whomever is luckiest with the shuffle (and maybe seating order).
What I would call a "fun" set is a set that is in the A or B categories. I certainly see the C category as personally interesting, but I would only be willing to play that with experienced players -- C category games are not fun against casual players. I don't understand why anyone finds D category games fun, but perhaps expert players will claim that D category games don't exist and that every game is really a C, I'm just not expert enough to see the differences.
When I called some players "delusional" I'm referring to people who believe that it's important to have D category games to get a full experience of Dominion, and that if you don't include them "you're not really playing Dominion."
To make an analogy, I enjoy playing Super Mario Brothers going through every level and collecting every coin. Most casual players, including most (but not all) of my friends would not find that fun. If I insisted that my way of playing was the only way to fully enjoy Super Mario Brothers and that everyone should play that way to get the full experience, I think my friends would be fully justified in calling me delusional.
On the other hand, I would be very sad if it was impossible or very hard to play Super Mario Brothers the way I enjoy playing it -- I feel the opportunity should be there for experienced players who
do enjoy playing things to a much thorough detail than a casual player would. This is why my set generator has a master "balance" setting now -- put it at zero and you get an unbiased uniformly-random set. Put it at -1 and you're more likely to get C and D sets and fewer A and B sets. The default setting is 1 (more A and B, fewer C and D) because I think that's what casual players will enjoy the most. And I do believe that "Pro" games on Goko should use it at zero.
It's possible that I might be wrong about that assumption (what casual players like). Another thing that I am trying to get Goko to do is to have a way to get user feedback on kingdoms. A simple way to start would be, after a game, let the player give a simple "thumbs up / thumbs down" on whether they liked the kingdom they just played. I'd then adjust the generator to compensate.
Having said all that, I do believe that my current implementation of the Set Generator weights engine games too high and I am trying to find ways to lower it. There are many fun sets that don't have an engine and I don't think my generator is finding them frequently enough. (It's also worth noting that since my generator is probability-based, every possible set
can be theoretically generated -- so I'm really tweaking frequencies, not absolutes.)