You almost lost me here already. You simply cannot make statements of fact like that. It is more complicated due to the huge variance of these type of (cheap) cards. This huge variance makes them OP in certain situations, meaning that their value : provision ratio is completely of.Dragons Dream, Lacerate and Crushing traps are not overpowered.
Indeed, there is something not quite right with rows and row effects. And in my opinion, that was caused by removing the third row, introducing row-limited abilities and at the same time allowing huge variance in row-damaging cards. That's why the Brouver movement deck is another example of the game mechanics aggravating rock-paper-scissors unbalanced, unfun games (decks auto-losing against specific other decks).
On top of that, as you also touched upon, often these row-limited abilities make no sense. To me they just seem to be introduced to create the illusion of "meaningful" rows. If (gold) cards have only one ability and it is row-locked (and sometimes even on order on top of that), it is simply not meaningful and it is way too easy for a cheap bronze to counter it. Rows become meaningful when cards have different abilities for different rows, allowing for strategic choices.
All of this badly balanced stuff in the game can be solved by implementing a limited range of the value : provision ratio of most cards. It is really that simple! That is why provision points were introduced! With a limited range of value : provision ratio, getting the most value out of your cards (a few points more) will be about playing the best strategic game (yes, strategy!). It's so silly and frustrating to see that the smart concept of provision points is so poorly utilized for balancing.