The issue isn't the fact that players know the time remaining in a game- the issue is that some lists are built effectively knowing they can castle or avoid the other player and *only* force engagements they can win.
Take Fair Ship Rebel (FSR), Gerry's World's Top 16 squad [Jess Pava (IA, Hero Bot + Adaptability), Captain Rex, Biggs (R4D6, IA), Braylen (Gunner, R3A2)]: This list only wants to joust, and basically never wants to have to maneuver. So, if you're playing an ace-y or maneuverable list, the correct strategy is to hug the board-edge for the entirety of the game to force you into a joust, or a final salvo (because it has 10 dice). At the time, the only other 'meta' list with a 10-dice final salvo was Kanan Biggs (another bad matchup for the list).
Every other list had 9 (usually 8) dice or less for a final salvo. Those odds for a 10-dice final salvo are:
9-dice: 61% chance to win
8-dice: 71% chance to win
So, if the player is maximizing their chance to win the game, they should, usually, hug the board edge to force a joust (which almost no list can win), or final salvo.
And let's be clear, after playing ODJ awhile after worlds, I, too, am coming to the same conclusion: ODJ's win rate when engaging near the rocks is astronomically high, so I am highly encouraged to out-patient my opponent. Now, the list can (and does) win quite fine outside the rocks... except against braylen stress bot (because you cannot feasibly dodge the arcs). In that case, in our testing, we cannot beat that list if the FSR player sticks to their board edge strategy, while simultaneous we win almost every game if they go through the rocks (and thus break their formation). Why, as a rational player, should I engage my opponent when I almost certainly lose, when I can take a guaranteed 29% chance to win?
It's not like I'm thrilled at 29%, but if I think my odds are worse in engagement, I should choose the guarantee every time. And basically our point is that every rational player (who is maximizing their chance to win the game, and the tournament) should ask themselves "Are my chances of winning the game higher if I engage, or take a final salvo?" Which we do not think is actually very fun for the game.
As a refresher, ODJ has 8-attack dice, so my odds look like this:
| 10 | 9 | 8 | 8 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | ||
| Dice | List | Kanan Biggs | Old *** Fen | Stridan Aces | Paratanni | Paul's List | ARCs | Triple Jumps | Triple K | Corran Miranda | Dengar Bossk | Dash Miranda |
| 8 | Old Fenaroo | 29 | 39 | 50 | 50 | 62 | 62 | 74 | 74 | 84 | 84 | 92 |
So, I have some comfort knowing that if I cannot get a good engagement, I can bail out and have the above odds of winning in my back pocket. And honestly, part of this game is jockeying for position, but we do ultimately want people to engage and play the game. *I* want to play the game, but I don't want to fight fruitless or clearly losing battles either.