(originally posted in the anti-martial thread where this design article got linked)
I think the design article suggests a broader design principle of using the various keywords associated with powers as a way of grouping together game mechanisms either by source or by effect (or other things) and then being able to regulate, define, and limit interactions by tying effects to key words. Seems like a decent balance of making broad effects without necessarily having worry about tons of corner cases. So we may in fact see (eventually) powers that refer to and interact with any of the various keywords.
There also seems to be a power/complexity principle in dividing what should be a power versus what should be a ritual. This makes a lot of sense, since there aren't really casting times any more. It'd probably be way too powerful for a power that takes only a single action (even if it is a 1/day power) to negate the effect of a ritual that takes a lot more time/resources to create.
I think the design article suggests a broader design principle of using the various keywords associated with powers as a way of grouping together game mechanisms either by source or by effect (or other things) and then being able to regulate, define, and limit interactions by tying effects to key words. Seems like a decent balance of making broad effects without necessarily having worry about tons of corner cases. So we may in fact see (eventually) powers that refer to and interact with any of the various keywords.
There also seems to be a power/complexity principle in dividing what should be a power versus what should be a ritual. This makes a lot of sense, since there aren't really casting times any more. It'd probably be way too powerful for a power that takes only a single action (even if it is a 1/day power) to negate the effect of a ritual that takes a lot more time/resources to create.