Slave Drivers should really just get a choice of cards from the faction they're up against - which may/may not contain cards in their oppo's deck, but they'll never know either way until the game is over. Bumping them down to 1pt won't make any essential difference to 'balance' imho; it's their utility that needs to be changed.
Exactly. Imagine playing with Reveal and your opponent spawning alchemists. has happened a million times. Or playing with Queensguard and your opponent spawning 5 of them.
As for the Elven scout, the problem is that it only seems inconsistent at first glance. Then people realize how consistent it actually is. Where every unit had its own weaknesses and to include one meant you had to make your deck stronger against some things and weaker against others, now you can have these cards that can give you just what you need in the situation. For example spawning Hawker supports when you see the opponent playing consume swarm along with a 2 point body. And you can use them again and again. Granted it's not always guaranteed that you will get just the thing for the situation but there's more than one unit that will find use against different decks and at least one is bound to be in your options usually. If not you can just go for the high point value and still make it a worthy 11 - 12 point play. So basically there is no weakness. You will get something really useful, something useful (like a Vrihedd Officer in Dwarves), or a lot of points. I think CDPR figured that these cards would have no synergy so they wouldn't see much play but it turns out that in a point spamming tempo meta, they are all one needs.
I also agree that we need more engines. This used to be the case in the Closed Beta, where tactics revolved around card combos, not point spamming. Granted, some of these were broken, but we have learned something from our mistakes. Right? Agility is complete now and there's a row cap and some of these bloody fantastic ideas could, no, rather NEED to come back.
For example:
Old Vrihedd Sappers: STR 4 Disloyal, Agile.
When you play a special card, damage the whole row by 2. Decrease that to 1, and maybe its point value to 3 and you've got a brilliant card.
Old Wardancer: Whenever you play an ambush, boost this unit by 3
Old Dol Blathanna Trappers: STR 6 Ambush, Disloyal, Agile
When the opponent plays a unit on the row you've placed this unit at, flip it over and damage the whole row by 2. Make it loyal, and affecting the opposite row and boom. Another amazing, synergistic card that is not all about points either.
Old Shieldmaiden: STR 4
Whenever this unit is damaged, play a copy of it from your deck. Or even before midwinter when it was:
Damage an enemy by 2. If it was already damaged play another copy of this unit from your deck.