Care to unpack this? I'm confused what 'prior advances' could beat 4-Gush GAT with consistency that wasn't a dedicated hate deck.
What I wrote is probably a little unclear. I'm not saying that these "prior advances" would consistently beat 4-Gush GAT, I'm saying that they were no longer even there to begin with. We never even got to see them interact.
What 'prior advances' are you even talking about? When Gush became legal, it pretty much pushed everything good pre-gush into the second tier. It's not like we ever saw Meandeck Gifts take on GAT, but so what? I don't really understand what you're complaining about here.
Gio's point is that Gush-Bond decks became the defacto standard draw engine in an environment where many other previously strong strategies had been neutered by restriction.
For example, what kind of metagame would we have if say, Merchant Scroll were restricted, but all of the following cards were unrestricted?
Brainstorm
Ponder
Flash
Gifts Ungiven
Trinisphere
Burning Wish
Entomb
Frantic Search
Grim Monolith
Gush
I think you would actually have a lot more deckbuilding options and strategies. You would see many of the same card advantage shells (Gush, Gifts, etc.), but you already keep seeing other shells of 'reduced' power being utilized in a number of decks anything (Thirst for Knowledge, Accumulated Knowledge, Dark Confidant, etc.). Decks like GroATog and Gush-based Tyrant Oath could prey on stuff like Flash, Control Slaver, and TPS. TPS could pray on Drain and Workshop decks. Workshop decks could help combat GroATog and other decks who run very light manabases and are ill equipped to deal with heavy mana denial strategies. Control Slaver could prey on Workshop. Goblins can combat Flash, Workshop, and Fish. 6RedBlast Painter could help deal with GrowATog, Oath, Flash, and more. This doesn't even take into account strategies based on new cards (Tezzeret, for example) and yet to be printed cards that can otherwise help define a metagame.
That is Gio's point. Like him, I would like to see an environment where the players adapt to the metagame (along with printing of new cards), and subsequently change the metagame with their deckbuilding decisions, instead of relying on the DCI to restrict cards or strategies into oblivion.