Well that's a pity. I think part of the problem is the combination of sheer number of targets in play, global effects and When/The first time effects that occur, specially Nemesis ones. For example Friction's deck is hell to track alone just with The Hippo, Revenant and Highbrow in play (plus the Environment). I'm pretty sure complexity would go down if you kept the number of targets around/below H+2 but instead you add some conditional Start/End of Turn effects for each Villain according to X condition. Again, hope whatever is being built is as good.
I know you were not addressing me but I can stress this point besides what was already said. It's much harder to do improvisation if you are just told "improvise" than if you are told "You are in an ice cream shop waiting in line, improvise". Likewiese it's much easier to get your imagination caught in the game if the Villain proposes a conflict and you imagine how to solve it than if you have to create the conflict and the solution. Vengeance offers that, Blade find something a bunch of Villains have in common and organizes them to achieve that goal. Villains (so far) doesn't, I have to imagine why RevoRat is working with Bugbear and The Zhu Long's Operative and what they want to achieve. Just for smacking the heroes is not good enough for me because I'll want to know why they chose to work together and not others. And if I can't imagine that it'll feel it's just more cards for the sake of more cards.