it does if you only have leaves on your board (which is why i said "in the right condition"),it also let you control what opponent card you tech down if you control your board so that only 1 card has no leaf on it where with enterprise everything is held by chance
Compass is difficult to control at high age. You often give your opponents a strong card, such as those strong age 5 above red cards. Well, it is a good card below age 3, as you may just give your opponents an oars.
Well, "draw and meld a 4" in enterprise is really based on chance, but commonly you will not tech up your opponents. If your opponents is still in age 2, the best way is avoid using enterprise.
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Well, it may be better to write on different cards/combos/situation for general discussion on innovation, rather than just separating them by ages. There are many cards that are very useful on some situation, but generally useless in most situation, and some cards are more useful in other ages rather than its age. (for example: archery is extremely useless at age 1, but very useful if all players are in high age.)
After reading the article by teasel, I may also try to write on some cards/combos/strange combos and situation.