The second errata will be a 'spike' hunting errata. No, I don't mean aggressive players, I mean 'spikes' in our card usage data. A lot of times, when running card usage, there are ups and downs in the graph, but a handful of cards will skyrocket above all the others, and only get worse over time. We want to 'clip' these spikes in the graph so they don't disrupt the game. These are for general game health, and are not intended to be a widespread balance change. I did one of these types erratas before, on Apoco-launch (I think it was Emana, harpist and Chaos anna). This time, our lucky winners are Super Verlaat, Super Miffyre, Phoenix Chick, Magic Doll Augmented, and Jewel of the Deep Sea.
In any case, tune in tomorrow for some excitement!
I just want to point out that increase in card usage is not always necessarily due to card strength. There are a few reasons why a card would be more widely used:
1) Card Strength: How good a card is is indeed a factor. Players generally will rather use something effective.
2) Card Availability: Players are obviously more likely to use a card if they have it. There are some cards that are way easier to acquire than others, whether it be due to rarity, store promotions, or the fact that the card is given out for free.
3) Card Useability: A player may have a good card in their possession, but if it's use is too restrictive and has too many requirements to be good it may not see play at all. A card is more likely to be used if it has more general effects (ie it can fit into multiple strategies), if it doesn't need multiple copies to be used, or if many of it's requirements are readily available.
4) Extra incentive: If there's an extra in-game incentive to use a certain card (such as rewards for using a card specifically), then it's more likely to be used
5) Unique roles: If a card fulfills a function that no other card or few other cards can fulfill, then it's more likely to be used.
I'd like to note that right now, all of the set 11 cards you listed fit into many of the criteria listed above. Yes they're good cards (I'm not getting into an argument on whether or not they're op, as that's not the point of this post), but they were also made widely available (everyone was only given an entire playset for free) and are easily useable for a lot of reasons.
The mid-refess units were made very easily useable due to the fact that set 11 has multiple mid-refess units, including everything a mid refess file needs to function (sp generation and startskill buffs). Magic Doll augmented fits into the same category since set 11 provides an entire augments file, but is also easy to use due to it's status as a free revive unit and the fact that one of it's main combos is also provided in set 11 (the overdose combo). One can argue that it also has a unique role for lawtia, as there aren't too many free revive cards in existence. Jewel of the deep sea is easily used since it's meant to be used as a turn 1 opener for falkow; as a result, pretty much any falkow file can use her much in the same way many files can use emerald carbuncle.
Furthermore, the entire set 11 can be used for underdog files, so a lot of players have been doing just that for the extra point cards. Hell, for a lot of new players, these set 11 cards are all they have to play with. Is it any surprise they're gonna go with the two complete files provided for them?
Just wanted to point out that just because the data shows increased usage, it does not necessarily mean the card is "too good." Of course, judgement will always have to be used in every individual case, but I believe what I pointed out should be considered when making these decisions.