It's weird how many spells were printed that directly counter wilderness reclamation. Gruul spellbreaker, the entire addendum mechanic, tithe taker. It's like they knew the card was op and printed cards so that it wouldn't break the format. But then why print it all?
From a design and balance PoV, I can see a reason to increase the overall power level of decks with the RNA release. This reason being that GRN featured 5 guilds, which had their time in the sun for its duration and now the 5 RNA guilds need to bring more to the table than what we had before to recreate the experience. It's hard enough for these 5 guilds to shine with dream mana bases for every 3-color-shard.
What I hate though - like I already said - is that they also increased the power level of the bogey men RDW and Turbo Fog. Let me make two separate cases:
RDW needs to exist, but need not be that strong (imo). It is always a relevant deck because it's cheap and fast (not talking easy, but be my guest to say so), two super-important aspects in an online f2p-grinding game. RDW would be played as a t3 deck for these reasons. It being that disgustingly strong is really annoying for that raises the entry bar for every other deck too much.
Turbo Fog on the other hand is plain disgusting as a concept and should never have existed. In today's online world and thus in Arena it's not tolerable to have matches like these where you're chained to your monitor without influencing the game for that long. I don't care if that's not a factor in paper. Substitutions in EA's Fifa games don't take 5 real minutes either.
Now the worst part is that we already had an era of Turbo Fog before GRN, everybody told WotC how **** that was and yet they print a card for RNA that brings this back. What a needless act of evil.