Yes, this aspect is mostly disappointing and I'm really hopeul the volume of feedback prompts FFG to develop the game into a competitive mode, if not for the initial release then soon after. It looks like the game could have plenty of depth, but us old timers are still looking for that competitive aspect – people still travel across the country to play in tournaments for the Decipher game that was published between 1995-2001. I always loved being able to put a deck together based on the current meta (both local and global) and compete in tournaments against others, learning their playing style from deck build or past matcups. If it was possible to practice and test my deckbuilding skills solo, or even co-op with a friend in preparation for a team tournament that would be amazing and I hope they can build this in and soon. Maybe it requires a slightly different deck build, or adjusted rules to play solo/co-op compared to 1v1/teamvteam but I think it's well worth it. I like the concept - I just think it should be possible to do competitive play as well and that this would offer much more lasting appeal.
I am new to the LCG concept and am partial to this game being economically intelligent and taking away a lot of the investment…it’s thrilling to open up a booster pack and get an elusive rare, it’s not thrilling to know you need to get 3 more of that rare to build the best deck…maybe in 1999 it was, but the market has changed dramatically. Even the sentiment others have about possibly needing two or three of the core set to build the "best" decks is considerably less than the 3+ booster boxes and 2+ starters other games have required.
Looking forward to this game, and I think it can be great. Having played SWCCG, Young Jedi, Jedi Knights, and SWTCG, it seems to address all the major issues the other games struggled with - just hope they can introduce competitive play as well as solo and co-op.