i'm to trying to upload an image, it won't let me...
I am a highly competitive player, I always look for broken moves and combos in the games I play and take advantage of anything I can find. But this move is not fun, it really makes the game problematic.
now, to respond to your posts:
regarding the guild austringer attack on the first turn, you deliberately should play the highest card you can on the first round, so that you will act after anything your opponent might do
Now, picture this, first animation round, you play a high card, your opponent goes low. he gets to act first, he know you have misaki so he either summons a puppet and move it or leave it on the workbench. now as the misaki player, you have options.
If he moved the puppet from the workbench, summon misaki and go to the central bench, next round play a very low card (2 if possible), and win the game.
If he leaves the puppet he summoned on the workbench, you just made him lose a turn out of FEAR of what you MIGHT do. so you are able to summon anything with move 3 (a ronin, for example), and go for the workbench that is closer to lady J base (now, you are one turn away, she is two turns away). You always keep the misaki trick viable throughout the first turn. You always play a high value card to animate and react to your opponents move, and if he moves from the bench, you win. If he doesn't, you take control of the board with more puppets than he can summon (because he can't summon any) and win.
The solutions you have shown are all valid if the misaki player makes a mistake. I even have found one myself (place an executioner between the workbench and misaki, he gets two attacks at her if she tries to get past him, but it forces you to take an executioner as one of your puppets and hope for the right card to play him on the first turn) but its really an uphill battle.
I'll be happy to play any of you in vassal, I don't think you fully realize how powerful this is.