So do we think FFG is doing a better job of designing card abilities? Let's look at a couple of examples from HotR-

M9-G8 has a really, really interesting ability. It gives you an Elusiveness-esque ability which, instead of being restricted to forcing a ship firing on you to reroll a dice (and giving detrimental stress to you as well), is subject to be used at any time a ship you have a target lock on is firing. It also allows you to buff your own ships with an interesting mechanic which allows you to TL your own ships and force them to reroll a dice.
Major kudos to FFG for this card design. Target locking your own ship seems like something that could have easily been left out, but by adding that mechanic, this card becomes much more interesting. But perhaps the best sign is that to force the reroll, you don't even need to spend the lock.
My mind has become so accustomed to these "here is something good, now here is something bad that makes it unusable" scenarios with so many cards FFG has released in the past, on my first few readings of the card, my mind didn't even comprehend that you weren't spending the target lock for the effect to take place. The same was the case with this fun little card-

Snap Shot seemed interesting to me after reading the ability through, but I wrote it off as a worse Crack Shot. But then I read it again, and realized, you don't even discard it when you use it.
The ability is there for the whole game. Once per round, when something falls in arc at range 1 of you, you get a 2 dice attack against it. Sure, no mods, but just think of it this way- it's a bomb roll for the first ship to land in range 1 and in arc of you. Ya, a bad bomb (since they get to roll defense), but that bad bomb is there for that ship the entire game, and even if this card isn't amazing, it is something.
So, this is my big thumbs up to FFG with the design of both of these cards. In the past, I see M9-G8 not having the ability to target friendly ships, and having to spend the target lock to force the reroll. I see Snap Shot as being a single use, discarded Elite. Or an action. Or disabling your opportunity to shoot in combat.
Now, there are still some things I don't quite understand. Resistance Chewie not being able to fire when a ship flies off the board is disappointing (it seriously wouldn't even be close to an issue and instead would have been a fantastic risk/reward mechanic). Although not in HotR, R3 Astro at 2 points is baffling (Although as I've noted elsewhere, it could see some play if there is a ship in the future with a crew slot for Hera and systems for FCS along with an astromech slot for R3). Despite some misses, I think FFG is doing better and the game is being designed well.
What are your thoughts on some of the recently spoiled cards? Do you think FFG is hitting the mark more often? Or are they still missing too often?