Thanks for the responses. Here is some more information about the backgrounds of the players whose experiences led to my "article."
For the record, my wife (who is a scientist) is a pretty hardcore gamer. Until recently, she ran a gaming group at her work (comprised of mostly scientists, engineers and statisticians). She loves a good brain-burner. She enjoys other medium to long-ish board games with a wide variety of themes and mechanisms - e.g. Hive, The Resistance, Battlestar Galactica, Star Trek: Fleet Captains, Dominant Species. Quite often I have to turn down a game with her because I'm too tired for such a thinky game; e.g. the other night she wanted to play a deep abstract game and I said "I don't know if I'm up for that; how about Star Realms?"
Similarly, one of the regulars at our Mage Wars organized play nights had high expectations for Academy, hoping that it might be something his "casual gamer" wife would like. She enjoys games like Eclipse, Keyflower, Belfort, Troyes, Robinson Crusoe: Adventures on the Cursed Island, Twilight Struggle, etc. Fairly thinky games, some with a considerable amount of direct conflict. But she didn't like Mage Wars Arena because it involved knowing a lot of cards and spending time outside the game building decks. Like my wife, she prefers to play a few different games a month, not the same game again and again on a weekly basis. So he was hoping Academy might be something she would like.
After a couple plays with my wife, she identified what she didn't like about it, and that was the NPE mana denial and/or Stagger incapacitate effects that reminded her of previous "unfun" experiences with Mage Wars Arena - which is what inspired my "article." She'd rather play a 2-player game that she always enjoys, even if she doesn't always win - like Hive (which she wins about 50%), Star Realms (for some reason she's only won once or twice out of about 15 plays), an abstract from the GIPF series (she tends to win more often than not), Mr. Jack (about 50%), etc.
After a single play, similarly my friend realized Academy wasn't quite what he was hoping for. While the game play itself is streamlined (e.g. no planning phase, no conjurations (yet), less options available) and matches are much shorter, the cards are still quite complex (with even more card text on the average Academy card compared to the average Arena card), there is still the need to occasionally check the Codex on what a condition or effect does, and there are some "unfun" effects (like Mana Drain and Exile and Stagger) - enough for him to anticipate that his wife wouldn't enjoy it. "It's still Mage Wars, it's still pretty complex, it still benefits from building your own spell book, and it still has a lot of conditions, effects and situations that will require checking the Codex or FAQ."
In other words, Academy probably won't appeal to people who don't like Mage Wars (Arena) - unless the only thing holding them back from playing Arena was the match duration.
In that way, it might appeal to (former) MtG players, and other CCG players ... and for the record, neither of our spouses were fans of MtG for similar reasons. For instance, my wife played MtG for a while but didn't like the huge card pool that often led her to say "if I'd known that card existed, then I would have tried something else." Also, she didn't particularly enjoy building her own decks due to the time commitment, and didn't like the frequency of new releases and of cards rotating out of legality. She'd rather pick up a game and play it, then be able to leave it alone for a while before doing the same again a month or two later. And while Academy's starter spell books might suggest that's possible, the starter spell books still didn't appeal to her for all the other reasons mentioned above.
Anyway, hope this adds some perspective. I appreciate that Arcane Wonders is aware of NPE-inducing effects and is actively trying to make their products appealing to a wider range of players.