The "skip the rest of your turn" was just one possibility of a payoff, but for now we can run with it. The idea was that you take one turn to play the two most crucial cards (arguably) in AZ's deck, but you don't get to do anything else that turn. That frees up your next turn to play outwardly-beneficial cards like Hoarfire, Frost-Bound Drain, Thermal Shockwave, etc., most of which have an effect that deals AZ cold and/or fire damage. However, said damage is now also beneficial because you were able to put both modules in play at once.
The idea is a short term loss (no powers, no drawing on the turn you would play both modules) in exchange for a long term gain. We all know how survivable and hard-hitting AZ is with both modules out, and he is obviously designed to have both on the field most of the time. (Why else would they include 4 copies of each in his deck, with a bunch of other cards that deal him fire and/or cold damage?) Under that mentality, most of us probably want to get both modules out before doing much else since many of the other cards in the deck end up giving us a net-loss without the modules. But AZ has to spend 2 rounds before he can really start being beneficial. (This is where I think EWAZ has the advantage.)
Some may argue that such a card/effect would make AZ overpowered, and that may well be true. Again, going back to his design, AZ can perform some pretty stellar turns, but the payoff for that is that he takes a couple of turns to get set up. At the beginning of the game, that makes sense to me, but it is when something like Citizen Dawn's "Devastating Aurora" is dropped mid-game (or worse, late game when hero HP is likely in the single digits) that AZ being incapacitated for 2 full rounds can really harm the team's chances.
I don't think it will ever happen, that is just my one idea on how to improve his reputation.