The fact that it doesn't generate quanta when Immolation/Cremation is used on it is just a continuation of that chaos and helps with balance. It only takes one time to find out it works this way, and the many hidden mechanics like this are part of what make this game interesting to me. Creating the Singularity as a way to balance Nova/Supernova was very creative and provided a surprisingly deep new mechanic.
I don't know if you've hung out in card ideas or buff/nerf this card much, but singularity would never fly there (unless it was submitted by Zanz). It's bad for a card to have effects that aren't explained by the card. People would think singularity was arbitrary and overly complex for what it does. They would complain about the mutation loophole vs. the immolation patch. They would (rightly) say that the upped singularity is too powerful and (outside of the arbitrary loopholes) is basically the same as "you lose." Basically, if anyone other than Zanz suggested it, people would say that it was not worth the coding complexity, and a silly idea.
Personally, I don't think it is very creative. It is just a bunch of standard effects that mess you up thrown on an antimattered card, and a bunch of annoying extra complexities added to prevent its abuse (in almost every case). As to it being "deep," I don't think you know what that means. Deep doesn't mean "it takes me a few games to figure out what it does." Deep means "a minute to learn, a lifetime to master." Singularity is not deep. It is a silly gimmick.
</rant>