Heh, I miss a day and look what happens. As Bluepriest has asked, I'll sum up my thoughts.
I don't agree that the change should be implemented in order to prop up "weaker" elements. I don't think that increasing "fairness" in and of itself is a good goal to have (though I do believe it is a good goal to have where it reduces unfun outcomes).
I do, however, believe that the change is good for a different reason, in that it means that it reduces the chance for outlier results in the matchups and therefore is a better test of each team/element's abilities when fighting all other elements. It trades skill in adding flexibility and adaptiveness to your strategy for the skill it requires to play a wider variety of opponents. It also leads to fewer unfun outcomes, which I believe improves the game as a whole.
As an aside, I don't buy the argument that having "make this game as much fun for as many people" as a core design goal is for scrubs or "casual designers". Fundamentally my philosophy on game design is that designing elegant or technically excellent games is nice, but not in fact the aim of the process. I normally champion elegance and simplicity in game design, but usually as a means to the end of creating a game which is more fun to play. An elaborate and pretty optimisation problem can be beautiful from a design standpoint, but if it is not fun for its intended audience to play, then it is a failure as a game.