1 - Do the design team have their own definitions for types of decks --- categories for interesting ways of putting points on the board and taking points off and ratios of reactivity vs pro-activeness of a deck --- would be interesting as Gwent is such a unique card game that commonly used definitions don't quite apply.
2 - Has it ever been considered, for who goes first in round 3, be the one who wins his round (1 or 2) by the highest margin (discourages dry passing as the opponent has complete control of the decision).
3 - Do you take note of which matchups players do not give out gg's when they finish.
4 - How big is the team that designs gwent gameplay and would you consider a hiring competition from the fans who have now been playing for over 2 years.
5 - Was making the game play across the screen (rather than up and down) ever considered in order to use more of the screen.
6 - Would you consider having a place for players to offer feedback (similar to homecoming open ptr, a 1 week window), that the devs will read, every once in a while to get a sense of what the player base feels and a way for them to feel like they are being heard.
7 - Since jason slama was amazing on stream at giving insights into the design process could he talk about why the 3rd row (one personally painful change homecoming brought) and therefore more complex positioning strategies not being possible now.
Also locks being unfun and could at least have a timer added for how long the lock lasts to add more
dynamism, if they are to be so integral to a faction and control in general.