Soo lets go through this
A. hard conters to owl are shade and salamander. both can be used early as sack units sala can even target owl open phase. IF i dont kill the shades/ salis they start to hit my crappy field and kill my owl or even some of my other units(and i loose sp and cards). They are not returnable and force me to kill them which in turn will activate their SS so they can target my owl and my field. By this simple way i cannot spam owls skill at all early and if i revive him I loose early sp which I desperately need to build up my field.
B. what rng 2->1 does?
lets take a senario: I have owl sitting in the back and an other unit on my field. my owl survives the turn and comes now as last unit. In this situation you would usually sp gen (in most case ppl will do this) but its not necessary the best solution.
a, It could be that my opponents unit has 10 hp left and i could kill it with owl. This way I generate sp too over my opponent and also get rid of one card.
b, I could kill a salamander/shade with it. With this I can accept the activation of an SS which will likely will target my owl and save the rest of my crappy units from a deadly SS and advance in the lp of the enemy without much worries. In this case i just turned around the weakness to the sack units to a strengh by deciding to move from a control to a little aggro, while not endangering my important units but saving them from an SS. Further more I had decided to activate my SS via letting owl die next turn.
You see a rng 2 owl had this option to decide between agression or simple sp generation. And what the rng nerf does is taking this possibility away. If I want to kill the sack unit now i have to rely on my other units. Owl is now pure control.
In addition rng1 means that I can engage owl via Strike Wyvern. And before you say thats nonesense and never will happen, i just did that last week and it was a very satisfactory experience.
C, and about this point:
"For every1 it's a fight for fieldpresence, and in no way shape or form is your Falkow worse in it then Lawt or Refess. It all has the same amount of statpoints as every1 else. It's always a game around a few keycards."
I may have been not clear enough when I was using the word aggro. I was implying a deck that uses brute force and no returning units/returning grims to fight. Think away every return mecahnism and owl.
And I am sorry but I really have to disagree a bit here. Yes everyone has to fight for field presence, but which sphere can loose its field the most easy? which sphere can be fieldwiped the most easy? yes the sphere with units of the lowest survivability, the sphere with a field that quiet often excells in having functionalities instead of synergy. and what happens if you snipe of the unit that has the best funcionality to fight the opponents field? badly loosing that turn. Of course other spheres can fight for field too, but falkow need that field presence the most desperately.
And if a falkow file do not generate an sp advantage over its opponent, and has no more way to impact the field beside placing units it will likely loose badly, because when it comes down to a fight face to face, most
falkow units will loose to other spheres units and fields (in case those need one at all).
And this is the point where owl and return grims come in as a first solution to this issue.