I really don't get this hype. When I look at old Astro I just keep thinking "Yeah, this is how old MMOs used to work, before devs learned that this is bad". It wasn't even very novel, it was just unfun design, even though it looks nice when looking at someone else play it.
* The cards weren't unique, rather you had 1 ~ 1.5 "Wins" and a bunch of duds which are all factually the same. Or rather, they were no more unique than the current cards. Does it matter whether you toss 4 on the tank right now or you tossed 4 straight into the bin back then?
* Royal Road was just a measure to reduce the impact of drawing duds so frequently.
* Time Dilation is just... busywork? Why not have +15s duration in the effect to begin with, split over the usage amount vs recast time of Dilation? It had no meaning or purpose. Again, it's something that looks cool when reading the tooltip, but serves no gameplay purpose and in fact creates actively negative gameplay (1 extra button press to get back where you ought to be as the baseline).
* CO was the same thing.
What was the benefit here? As in, nothing about that was more than button-press busywork to play a "Draw the right card for actual party gain or not"-gamble. Couldn't you at least reduce that to a single button that says either "Nice!" or "Better luck next time" to reduce RSI? Why have sooooo many abilities just to play a minigame that serves so little actual purpose in the game?