Wait, what interactive decks need 4 turns to set up? Haven't we had our facilities invaded by turn 2? My Romulan capture deck, for all its flaws, staffed a warbird and sent it toward my opponent on turn 1. If you give someone 4 turns, they'll have plenty of time to assemble an outpost-destroying fleet.
Speed decks try to race interactive decks, okay. I'm assuming "interactive" means "battle." What else can anyone do against battle? If you can't overpower an opposing force, you have to out-maneuver it.
I actually think it's fine that ships have less effective range in the modern game. That helps keep the spaceline meaningful. The spaceline is an important source of variance in a game where the seed deck and downloading remove a lot of variance. It's good if you don't always solve the same missions each game! Contrast this with my 2E deck, where I always complete the same two missions in the same order. This is one reason I'm worried about all the teleporting we got in Enterprise block, and don't want to see that trend continue.
There's no need to boost so-called time-value cards, or continuous effect cards. Why? Because everyone already uses those kinds of cards. Play engines and draw engines add value over time! Heck, if you're going to count personnel, then literally everyone uses time-value cards. It's just that some of them are a lot better than others. Adding more turns to the game isn't going to change their relative power.
Personnel and play/draw engines are of course the most useful, because those are what you use to solve missions, which is what you use to win the game. In contrast, "when you solve" bonuses suffer from their circular logic. The reward is usually a thing that helps you solve missions, but yet you need to solve a mission to get that reward. The reward is also irrelevant if you've already won the game from solving the mission.
On closer examination, a lot of these solving bonuses are underwhelming and easier to obtain through other means. Take
Test Propulsion Systems. If I wanted a range boost, I could use
Plasmadyne Relay or
Defiant Dedication Plaque. My TNG Fed deck could download either of those on turn 1 if it wanted. Or, I could seed multiple facilities, reducing the amount of RANGE my deck needs to ferry personnel where needed. I could also increase my effective RANGE by using a 3-span mission instead of the 5-span TPS. These alternatives are available earlier in the game, thus they will always be better because you will always get more turns with them.
Likewise, the problem with
Establish Trade Route isn't that there aren't enough turns to the game, it's that Establish Trade Route is a terrible card.
1) The outpost download still requires a
icon, so it doesn't actually expand your mission selection if you want the solving bonus.
2) It requires a lot of skills that rarely help against dilemmas.
3) The attribute requirement is way too high relative to missions of the same point value.
4) The bonus downloads are underwhelming. Do you want multiple facilities? You can just seed multiple, and that's better than seeding one and using another card to hopefully download another later in the game. Equipment isn't very valuable to begin with, and it too is easier to obtain by other means.