Interesting article - definitely excited to participate in both competitive and casual organized play! The former because of a love for the grind, the latter because as an organizer for a high-commitment game (DTR) it can be pretty challenging to recruit new folks - also be really nice to have a space to try out more experimental ideas without having to worry so much about the "benchmarks" of competitive viability.
Two pieces of feedback.
The first is I think the structure of the game itself - thirteen values, six factions, four suits, and the necessity for repeating values/suits of unique cards - will make it very difficult indeed to "balance" rotations without a very wide swath of expansions. For example, say I want to build a deck with the standard three value structure - what will my options at each suit-value combination look like? I can imagine getting "stuck" on (say) Jacks with only one spade dude in my faction, maybe one drifter, one deed or maybe two, one or two hearts (which may or may require a skilled dude!) and choice from maybe two clubs to fill out the Jacks in my deck.
In short, I'd like to ask how the rotations themselves will account for their inherent parameters without drastically altering deck-building and gameplay? This seems like a big nut to crack.
Second feedback, building off the first one, really more of a suggestion, is there a way dtdb.co will be able to filter through the rotations so those of us who have all of the cards can use this tool to build decks intended to play in these competitive rotations?