I don't know what your other issues with GW are, but I didn't find the cards to be an issue. I'm not a WotC fanboy at all, and I would've been the first in line to criticize them if they were trying to turn a tabletop RPG into a collectible card game like Magic.
I found that the cards could be used or not used as the GM saw fit.
Retreater
I personally found the lack of setting details to be a feature, not a bug. They give you enough basic information to use as a foundation, but the rest is up to you. IME, GW is best done as a 'post-apocalypse hometown gaming' setting, and I had a blast writing up my local area as a radioactive, alien-infested jungle. There's even a free article on the Wizards site about doing it. Great fun.
yet I never see it mentioned on the threads. Wassup with that?
Most interesting to me was the fact the member of my group who most finds 4E to be unsatisfying, so far, is also the single biggest fan of the new Gamma World. In part because of the chaotic nature of it and perhaps partly because he can accept the system much more outside of the D&D context.
Of course, monsters are supposedly interchangable between the two games. Which means the characters are supposed to be at the same power level. Which means you could theoretically have a guy at your table drawing Gamma Tech cards for his Hypercognitive Yeti right alongside your Ranger, Swordmage and Cleric.I can TOTALLY see that.
At this point, I haven't picked up the latest iteration of Gamma World for a variety of reasons. One of the primary reasons is- paradoxically, considering my personal take on 4Ed*- that it is not more compatible with the game from which its mechanics sprung. In the 3.X era, one of the driving forces behind my purchases was interchangeability, the portability of feats, spells, etc., and ESPECIALLY races. When I found out that GW's PC generation was a bit different from 4Ed's, that reduced modularity reduced my desire to buy the product.