Seriously.
This game needs... less damage reduction and less lifegain, and more smash face again. Big time.
Since about set 6-7ish and sealed with set 8 and the first rotation, the game slowly degenerated into the notorious "gray wars" metagame which peaked with the realisation that Set 8 + Concealed Shallow Swipe = Broken. I don't even call it the Universal Fighting System in my playgroup, I call it the Universal Foundation System.
The latest bans have been a great step, no doubt, toward reestablishing a healthy metagame, but at its core we're still missing something... pure muscle.
One of the most defining features of the game pre set 8 was at a tournament, you'd see not only the methodical control decks (Order/Death/Evil/Void) but a healthy showing of decks that could rip your face off on the 2nd or 3rd turn if you didn't have adequate defensive planning in your deck.
That kind of power is just gone now, it's very rare that a deck is capable of winning on the 3rd turn unless it gets lucky with certain pieces (momentum generation, for example). My *Siegfried deck has 16 attacks and uses Double Grounder Beta as its primary win condition right now, but if I don't have White Gi + multiple White Magic on the first or second turn, a long game of UFoundationS ensues since even though the goal of my deck is aggro-beat-face-roar-you-die, that three turn stall is long enough for control decks to put up their "fortress", so to speak. now, this is how it's always been - you stall out on your kill, and the control deck will make the win increasingly difficult... that's not a complaint on that end.
James has already started to address one of the larger reasons for early attack strings becoming useless - too many blocks on everything. STG saw the problem of the game being too fast and starting from set 6 (ironically the same set that gave us the Swipe) put blocks on nearly every card (in set 6, literally every card) including putting awesome blocks on equally awesome cards (one of my biggest complaints about Chester's and Mentoring was their blocks). Set 12 started a return to the original design philosophy of making foundations terrible for blocking, this isn't going to change any time soon, so that's great.
The other thing that's only been addressed partially so far is in the quality of attacks. Even with the attacks available now, it's hard to set up a scenario where a 2nd turn kill is possible. One big card that's reared its face a few times now locally is Midnight Launcher, which is one great example of an attack that you can drop 2nd turn to threaten your opponent big time. I really hope we start seeing more strong attacks that need less setup to apply pressure.
I really, really hope it becomes possible and even viable to run an aggro deck that tries to score a kill by the third turn again soon, it was such a defining aspect of the game back when it was actually fun to play regularly. Not only that, but it was a huge draw the game used to have for newer players, and made it feel more like the source material it's drawing from. I've already talked to James about this some, but I'd like to see how many people here agree with me.