I am pretty happy, on the whole, with how Kismet turned out when we finished playtesting Shattered Timelines. But I think it's just natural to want to tinker with a thing you played a part in making as time goes by, and some ideas have been on my mind since the last time I fought against that smug luck-theif. I actually lost against her that time, but afterward I was thinking of how she might have beaten me even worse.
The main idea behind Kismet is that she manipulates her deck in ways normally reserved for players, arranging to get Lucky cards more frequently than she should be. In practice, though, there's only a few things that really do this, and her main threat is her gradual accumulation of Jinxes rather than the state of her deck. But now that the breadth of precedented mechanics in Sentinels is wider, I think I have an idea how to make both parts of her dangerous:
On her "Charmed Scoundrel" side
Replace the third paragraph (the one about checking for Lucky cards) with this (and move it to the top):
At the start of the villain turn, if the top card of the villain trash is not a Lucky card, shuffle it into a hero's deck. If a villain card is drawn from a hero deck, play it immediately. If a villain card would end up in a hero trash, put it in the villain trash.
On her "Deranged Miscreant" side
Replace the first sentence in the second paragraph (the one about healing her if there's a Lucky card in play) with this:
At the end of the villain turn, reveal the top card of the villain deck. If it is a Lucky card, put it into play and Kismet regains 1 HP. If not, discard it.
On the "Stolen Charm" side of The Talisman
Replace the power description with this:
POWER: Reveal the top 4 cards of any one deck. Discard 1 and put the others back on top in any order.
Now, letting her hold on to her Talisman too long carries the additional threat of letting her build up streaks of luck for herself by hiding her Jinxes in other people's decks, so her own, once shuffled, will be mostly Lucky stuff. When she loses it, she lets loose all that stored good fortune as she furiously works to get back what you stole. BUT! As long as the Talisman is in the heroes' posession, the players will have a means of purging their hero decks of bad luck, simultaneously diluting her good luck for the next time her trash is shuffled back to her deck.
I haven't tested this yet, but I'd be interested to hear your thoughts. I wanted to bring the "tug-of-war over fate" struggle more to the forefront in a way that made the Talisman more instrumental in turning the tides, although any hero with a good deck-manipulating move can also help here.