The problem is that a gamer's gonna game, and if it's able to be easily exploited then it will be, which it has been. The curation system was clever in principle, but once it's out in the wild and behavior comes into play then we run into all of the problems that we had.
The question as I see it is, how do we build a system that is incredibly easy for the average user to understand, fair, clever and innovative, yet unprofitable to game using bots etc.
Of course it's a sticky situation, large investors with a lot of skin in the game do expect to have some sort of advantage. It's a tough thing to design!