Over the years 1v1 parameters have morphed in an attempt to make a fair game with opportunities to overcome a mistake or two. In theory it is great to make a very competitive game. But, one could say you are creating a scenario where long games, stalemates and otherwise grueling marathons are commonplace. Also, the longer the game, the more opportunities there are for that dumb mistake that ends the game(like a carrier grabbing all the ships at a border star and taking them backwards accidentally instead of dropping all).
Now here, we are talking about fast swiss games. I think just from a theory aspect, we should be prioritizing parameters that speed up outcomes. So, more starting cash, ships, stars. Yes. Random warp gates, yes. We don’t want the games to drag on or have an unclear winner at the 2 week mark.
On a personal note, i really like the warp gates as it opens up new decisions not common in other formats. Deciding on whether to break a gate or not early on can be a game altering decision. I think most of us put a lot of thought as to where we position warp gates to be useful but also “safe”. These games challenge that part. I find myself thinking regularly, " I dont love where that gate it at, but it would cost 400 credits to replicate it, so… I better stick with it." And then all the ramifications of that.
Similar to what Hulk was mentioning about breaking gates… I think this scenario does encourage us to play aggressive. Being on defense is a fine strategy in other formats, but here it would probably mean having to break a few gates while letting your opponent use theirs. So be aggressive! Lets those ships fly! Remember, losing a star is fine, so long as you claim a better one.