Good guide. +102 Rep I especially liked the additional detail you went into.
Rules 1-3 are:
High expected damage per Quanta Cost is good
High expected damage per Card Cost is good
High expected damage per Turn Cost is good
The true cost of a card is a function* of these three costs (quanta, card and turn).
Rules 4&5 are:
Expected damage is a function* of damage per turn, frequency of disruption and resilience to disruption.
*This is one of the big questions of card design/card balance. The person to find these functions ...