We concluded CW is sub-optimal, gave a bunch of suggestions to improve it, and now nothing is going to change
Sub-optimal for one set of goals, which are probably not the actual goals of CW. Consider that f2p games don't make revenue off of usage or participation or user delight- with f2p, attracting users is no longer the problem- but from creating an enjoyment gradient that turns users into revenue-producing users. The sub-optimality we found in this thread is likely a feature of CW that helps improve, e.g., Idle and Membership/Strategy Pack conversion rates. After all, if the free experience of a f2p game were actually great, there'd be no reason to spend on microtransactions.
Maybe the Weird MME templates are there to advertise MA, LD, Commanders, and Light Fog so the players who don't have a month to hit L56 will pay to unlock those features. Maybe the slots are ever so slightly frustrating so that people stick around longer and convert to Idle while they wait. This post speaks the language of participation, not revenue, and the interests of a f2p game that cares about revenue will often be at odds with maximizing the participation and enjoyment of its users.