Deedob, I respect your opinion about Kevin vs Corey games, but I'm not so sure I agree with you.
Kevin's games have some flaws, indeed, but they also have many ideas showing the real genius of the author. Rules for Descent, Doom, Arkham Horror and many others are simple (I can't talk of Android because I'm not done with the rules yet). Nonetheless, they offer you countless combinations of possible actions, granting you endless hours of fun (plus, I haven't ever felt the need for fixes to Doom, all the games I played as a marine where very close, narrow victories or narrow defeats, which is a huge plus for me, implying the game to be very tense. Descent is a lot easier, but you can fix it without too much trouble. Plus, starting with The Well of Darkness, scenarios became a lot more difficult). On the other hand, Corey's games are technically pure and perfect, but by far they are too structured. Too many tiny tiny decks with an incredible quantity of subrules to take into consideration. Introducing new players to Corey's games is a real pain for me. And I don't see (with all the respect I have for other people's work) any genius in them. I'm not saying they're crappy. They are very good, with a great logic, a great skill in tracking down all possible cases and cards interaction, but nothing really breathtaking (just consider the way you handle movement + action in MoM and the way it worked in Doom / Descent). Plus, one of his most representative creations, Mansions of Madness, it's completely broken: if you play aggressively as a Keeper, there is no way you can lose a game (in 30+ games I was the keeper, I scored zero defeats; when my friends play as the keeper and I'm on the other side, I've never won. So, at the moment no one wants to play it anymore. But they still ask for Descent / Doom / Arkham and so on), plus the structure of the game, being time-realted, is broken as well (you can easily have the objective revealed before investigators find Clue n.1, and this implies they know how to win the game, but they don't know why they have to act in a certain way to win. Which is a nonsense, to me). And if you can easily fix Doom or Descent (increasing or lowering the difficulty level with cards or by twisting a couple of elements of the game board), there is no way you can fix so easily Mansions.
So, I'm on Kevin's side. Still, I wish him my best for his future, and I hope to see many other games he designed being produced by FFG.
If I had to name someone to revise Android, I'd be interested in a Christian Petersen version (loved to death all of his creations), but I'm not so sure he has time to do this kind of stuff any more