In reading this, an interesting notion that I hadn't considered before entered my mind. The way I have been playing was that ponies and ships MUST be played together (with a few exceptions, such as Love Poison ships or ponies with the Replace power); the way you describe playing a Draw power, though, it seems like you intend that you only have to worry about grid attachment sometime after you play, like at the end of the turn or something?
Also, I need to clarify something. In the article, you say:
This is useful if there is a Pony on the grid whose power you'd like to activate, but no adjacent Pony to ship it to:
What exactly do you mean here in regards to a activating a pony's power that's on the grid? I had also been under the impression that pony powers (with
very few exceptions) only activate once, when played from your hand.
Other than that, I like it. The more I read and the more I play, the more appreciation I gain for the six base pony abilities. Coming in from the super-complex Magic collection, I initially wanted to come up with unique specials and whatnot, but it's slowly becoming clear how important it is to keep them at that simple collection of abilities.