RGun said:
I agree without playing significantly more games the variance can still be fairly large, but I believe one of the goals when this thread started was to penalize players for having decks that are designed to score very low and finish the quest quickly when a specific draw comes up from the encounter deck/player hand, but are not designed to win consistently. The general consenus from people who have posted seems to be that it is as, if not more important, for a deck to be able to win consistently as well as score low. Without taking into account win % you don't measure that and have no incentive for people to make sure their deck can not only score well, but also win consistently. Even if the variance is still high, at least people are forced to create consistent winning decks.
Agreed.
And from the math that Memetix shared (thanks Memetix), another way to look at this is...
"Wow, 3 games in a row is a huge improvement in measuring consistency compared to 1 game in a row!" 
Yes, improvement incrementally goes up from there, the more games that are played, but I also agree with the "playability" factor. My imagination says, more people will be inclined to join in the gaming system if asked to play 3 games in a row with the same deck than will join in if asked to play more than that. So, I'm curious to get feedback from participants in February tournaments to see how the feedback matches (or doesn't match) with my imagination.
On a side note, I'm curious, for those who play a lot of mulit-player, how much does this conversation even have relevance? It seems like it's a lot easier to build a fragile rabbit deck and blow through a bunch of quick losses to achieve that one lucky sensational win in solo play than it is in multiplayer (just for the sheer social dynamic of the experience alone), but I'd be curious to hear what others think about this.