Nymranda gets so much flak because of several design problems that kinda accumulate in one list. Problems such as:
- bombs completely ignoring AGI, which naturally makes them either too weak against ships that rely on HP/regen rather than avoidance or too strong against low HP/high agi ships. It was always nigh impossible to balance bombs, which means that initially hardly anyone ever used them and then they wiped out entire archetypes out of the meta.
- Sabine being way underpriced and making bombs too reliable.
- Bomblet generator granting infinite bombs, which practically removes decision making / mindgaming / resource management aspect from the game. You just drop a bomblet every time because why not.
- Havoc title granting both system and droid slots while not removing the EPT slot. Without any one of those slots Nym would be somewhat managable. With all three, he is problematic.
- Trajectory Simulator allowing bombs to cover a massive area that extends from beyond the actual firing range (if they're launched after movement) all the way to the ship that fired them (if used before moving). Considering that the decision to launch them before or after moving is made at PS10, for most lists there's often literally no maneuver that would allow them to dodge them.
- Miranda's ability coupled with TLT making her extremely hard to kill in the late game, which means she becomes a very efficient point fortress.
- And last but not least, TLT has always been the best turret in the game by far and it's greatest flaw (R1 doughnut hole) is completely nullified by the presence of all those bombs.
Taken together all those create a somewhat toxic experience. It feels like you need work extremely hard to get even a single shot off without eating a bomb while Nymranda player can just casually stroll forward and pepper you with TLT shots. And then you end up with a single ship against a nearly 50 point Miranda that you just can't kill. Ugh...