Just because another game has restricted cards, doesn't mean that it isn't a symtpom. It absolutely IS unequivocally a symptom of cross faction given that the issue would not exist in the case mentioned in the thread if the restriction was in place. Whether you feel that it is tolerable enough is up for debate, but from a design point of view, it was a solution to cross faction deck construction. (in the terms of design and deck construction btw, "Pods" are essentially factions. There is a distinction between thematic faction and mechanical faction.)
You are completely wrong about what pods are in the context of Star Wars. A pod is a set including one objective and five command cards that go into their respective decks as a group, rather than by individual cards. They are not factions, nor are they anything like factions. Although there are as yet no pods that include multiple factions, almost all include neutral cards; some are purely neutral.
The two pods I'm referring to that were restricted in Star Wars were of the same affiliation (aka faction). In this case, it was Smugglers and Spies (a single faction). Others affiliations include Jedi, Rebel, Sith, Imperial Navy, and Scum and Villainy (the last, also a single faction). None of those are pods. They *have* pods, like factions in other games have cards.
At any rate, I said restricted lists (and various other post-release adjustments to card pool) weren't a symptom *particular* to cross-faction games, meaning that they occur in both cross-faction and mono-faction games. So seriously, give it a rest and let's not pollute the thread with a separate debate that is well-trod ground, and already has another thread dedicated to it.
That aside, I would argue that a restricted list *is* an incentive based solution, given that by making two or more cards mutually exclusive, you disincentivize each individually via an increased opportunity cost. The problem with avoiding any solution that involves altering card text or card pool is that they're either external to the game, such as social incentives or "story-based" incentives (neither of which will have much impact if a player is at an event solely to win), or card-based solutions take 6 months to a year to filter into the environment (considering design, playtest, print, shipping, etc.). Meanwhile, the tournament scene is being taken apart by the problem cards.
You'll need to explain what you mean by a pigovian tax in the context of a card game, because unless you're talking about raising entry fees or lowering prize support specifically for players who play cards judged to be damaging to the game environment, I'm not really sure what you mean.
I agree that I hope FFG takes their time to get it right.
Edited by BD Flory