It's really not about skill expression and mitigating RNG, tbh. That's the kind of RNG that'll always get removed, because it's just busywork: There is no upside. You want to get outcome X. If you have tools A, B and C to in the case of a bad RNG produce outcome X, you have no sensible path except than using them to produce X. In fact not doing so is strictly inferior at 0 upsides.

As such, there is no "skill expression". There's just a rote formaic learned monkey-sees-light-push-button-for-food response. The reason these RNG-elements get removed.

If you wanted actual RNG and skill to express from it, you'd in fact not want tools A, B and C. So that whether you got X or Y or Z, you had to deal with that. If those are then wildly different, you can start to get into territory of actual skill expression, yes. Because now you, as the player, have to adapt to this different context, instead of just mechanically pressing a fixed set of buttons. As counterintuitive as it sounds, tools like Redraw or Road reduce skill expression, what they do increase in APM and key spam, OTOH, in a mildly randomized manner because sometimes you don't have to press them.

And yes of course a truly randomized set of cards would need more balance. Among other things I'd bee 99,9% sure it'd have to come without any damage-affecting cards at all, not even self-only. But the effects could swing wildly, from a 4s -50% damage taken buff card over a strong group heal one to a 30s small-area medium heal healing field. You get one card drawn, so you don't even know whether it'll be single or group or AoE or anything. As in, they're by and large not comparable, and hence actually modify what you have to do. Of course to make this work they'd first have to actually deal meaningful amounts of damage to the group, yeah.