It's only a link to one of my posts because I moderate there and had a lot of backed up stuff when the forums were deleted a year or two ago, so I reposted the original. I get why it might be taken that way, I just wanted to be clear that it wasn't my intent to say "Galak said, therefore it's right".
"Clause 3" is part of the rules. The notes at the bottom talk about the teams not possible to create using those guidelines:
Dwarf, Goblin, Chaos Pact and Lizardman teams. The Goblin and Dwarf teams because they have weapons on the roster, Chaos Pact because they have too many slots (7) and the Lizardman team because it has 70k of team discount (10k discount each on the 0-6 Saurus and the 0-1 Kroxigor).
As players we regularly decide to invest in brittle or (perceived) overcosted players precisely because of their development potential and their context within the team, not because it is perceived better or worse value than the players on an opposing team.
That may be your thinking, but I'm sure it's not necessarily the thinking of everyone. Keeping our discussion to tier 1 teams only, "brittle" players tend to be either fast, or agile, or both, or have good support. Those brittle players are better at (i.e. have better odds of) scoring in less time, in general. The tradeoff, for me, looks more like whether to try to play a ball game with those fast, agile teams, or try to play a pitch control (either through positioning or cas) game with the slower but more sturdy ones.
I believe those guidelines were developed after a good number of the original teams were created, (I'm not sure when they were first used) but the fact remains that the guidelines can be used to make 20 of the teams (bar those above), and only one of those teams which cannot be made is due to calculation of TV. Despite the fact that there are, I'm sure, other guidelines which could be used to create all the rosters, the fact is that these are the ones we have been presented with, which suggests that skill access was not used in calculation of prices.
All that is by the by, really. The main point we're discussing is whether skill access should be an up-front cost or not. I agree it should be paid for
eventually (hence my suggestion above), but can you give me a logical reason why an unskilled 6338G player should cost less than an unskilled 6338GSPM player? What is the on-pitch difference between a rookie Pact marauder and a rookie Human lineman, and why should the Pact player pay more for it?
The "potential" argument doesn't hold water, for me. A single game needs to be "balanced" as well as possible as it is the building block on which the environment in which we play is built. As the environment develops and the higher potential player does too
then he should pay more for his greater options, either in terms of cash or in terms of TV.