I'd imagine that, with a new, simpler construction, we would be able to build a much smaller, more compact robot that would be able to quickly move in and score points before a slower opponent could execute its strategy. I am in no way opposed to a strategy that would cause our robot to actively come in contact with the opponent - it'd make the competition more fun to watch, and since our design would be smaller, we'd have much more leeway to make our robot very structurally sound. Finally, I would like to comment about the two Hackers in the corners near the starting zone. I think a revised strategy would do well to incorporate these, since a robot that doesn't scan blocks is much more dependent on them. However, I think that it would be better not to waste crucial time at the beginning bringing them to jail, when instead, our robot could be bringing Professors to our side, pushing Professors in the opponent's jail, or otherwise interfering with the opponent's strategy.
Speed is key, but more importantly, messing with the opponent is fun.
The contest was fairly well constructed, in my opinion. I liked the many different ways one could score, either by putting Hackers in your jail, bringing Students and Professors on your campus, or dropping Students and Professors in the opponent's jail. The point values seemed fair, and scoring based on the end state of the table was a good method. The jail break option seemed underutilized in the competition, and I'm not sure whether this was because of individual teams' preferences, or whether it was simply a weak strategy. The same goes for the holes in the blocks - it was good to have the option of using them for block detection, but in my opinion they weren't all that useful for anything.