And once the game gets a significant playerbase on any multiplayer game it'll eventually conform to a set of specific tactics due to the lack of variation.
Perfect play will become obvious, and eventually the only people who will play a multiplayer is the people who don't know how to play, because they still find it interesting.
In TRPG, there are no surprises. You can see your opponents' stats and moves, everything takes place on a small grid. Players have limited options, and it requires no great deal of prediction to win, as the best case scenario for both sides can be easily seen.
While TRPG is great for a single player game it will never develop any intelligent metagame unless Craig decides to expand it massively, and then he will have to go back to the TPA2 buying characters method because it would take an obscene amount of time to incorporate teens of more characters into a storyline; developing them would be hard enough, there would have to be a cap on the amount of money you can spend on one teammate, each teammate would have to have at least nine moves or else there would be little variation.
In other words, unless TPA/RPG is made more varied it will not be viable for multiplayer. Your anecdotes mean little else but you and your friends not thinking when you move.