I can only disagree with that, not a good design. Imagine that for a game like chess, the basics of which any first-grader can learn, you would have to join a special Discord group and a team of mathematicians. And yet chess is a game that easily surpasses Power Play in complexity by a hundredfold. Every game design should at least try to take chess as a paragon, at least in its fundamental orientation: easy to learn, but difficult to master.
Such a self-test would be grandly missed by Power Play in its present form.
If only it didn't also leave the intuitive impression of being something similar to the game RISK. Which would already be a considerable step forward, but unfortunately does not correspond to reality in the slightest.
Here is another litmus test for successful game design. Although I am just a mediocre chess player, I can by and large understand grandmaster games when replaying them. Can you claim or recreate something like that for PP? I think, if anything, PP is the exact reverse of this process in which beginners are tempted to harm their power when they believe in good faith that they are being helpful. No beginner can grasp this intuitively.
However, I do understand that it is not an easy task to graft basic board game principles onto a game that is still primarily about flying a spaceship. It would certainly be much less fun for me if I had to fly somewhere with my ship every time I made a chess move in order to deliver any "merits", just as it would be no fun for me to be a piece in chess.
But perhaps PP's fundamental problem is that it is still undecided what it actually wants to be. That would be a painful decision, because from that point on, FDev would have to take responsibility for it.