As we see here, play boosters are an amalgamation of set and draft boosters
In any case, I understand your greater point about communication with regards to changing grading practices
These sleeves are thicker than most alternatives, providing strong protection during gameplay
It's unlikely to see much play, dealing 120 damage from four psychic energies, two of which have to be discarded, but it's worth getting for the art alone
In addition, some interaction would be lost as the cards like Astral Slide that cared about cycling wouldn't interact with these cards
Their energy counts were a bit high, and in the Fire deck, it ended up being at 19, which is one higher than my GatrZone deck and about four more than most other decks in the format