Hard no.
The point of matchmaking is to reduce polarization. It doesn’t feel fun to play a game when from the very beginning your chance to win is low and your opponent’s chance to win is high. A big part of that is matching people with high piloting skill against other people with high piloting skill, and same for low.
Of course, skill can’t be measured directly. So what is done instead is that the system tracks player winrate, which is not a great indicator after only one game but becomes a better and better indicator the more games have been played.
Well, I would say they “have to,” but they should.
As I said earlier, point of matchmaking is to reduce polarization. And there’s no reason why a big computer system couldn’t approximate card power in exactly the same way it approximates player skill. Players go against other players, system tracks win/loss records. Cards go against other cards, system tracks win/loss records. It’s the exact same system really, except instead of tracking one pilot per team (a team of one) it’d be applying rankings to a team of one pilot and thirty cards.
None of this dust cost nonsense. That’s a strawman. Just give each card it’s own MMR that dynamically updates based on real performance.
And that WOULD lead to better matchmaking. If a good pilot who has been netdecking suddenly decides to try his own creation, and it’s bad, that’s a significantly weaker opponent than before he changed decks. You’d get a closer, funner matchup temporarily lowering his “team rank” (overall matchmaking rank) while keeping his piloting skill rank unchanged. This would mean factoring in the new cards.
So yeah, I support this idea. Just not to the point of throwing out piloting skill for matchmaking purposes entirely. Merely de-emphasizing it a bit to make some room for card power considerations.
And by the way, this is also how you’d solve Arena bucketing. I mean, matchmaking wise Arena should always be matchmaking by run record, not by skill or deck power, but having a system for tracking card power is how to make pick decisions interesting and balance classes against each other.