I think this is going to be an issue of personal preference. The >G folks have done their analysis and come to a conclusion that it sounds like some folks are asking them to revisit. It has definitely been an interesting conversation. Personally, I really appreciate that you've all been so civil about it! 
My thoughts are long and elaborate, and I haven't been able to make time to type them out. (Honestly, I shouldn't be doing it now, but I felt like it wasn't going to happen anytime soon, anyway so I might as well make it happen.
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When dealing with any kind of user interface (which is what we're talking about), the design has three audiences to consider: Novice, Experienced, and Expert. In this context, those of us who are used to gaming iconography are going to be experienced by default. In general, icons alienate novices, as they just don't know what they're supposed to do with it. (I often have this issue at work, where I need to ensure everyone understands what's being shown on a screen / document / presentation, but everyone has a different current level of understanding and experience.)
I shared Spiff's image of the side-by-side Frosthounds with a person who is an intelligent, casual gamer who has been playing Sentinels as long as (although admittedly not as much as) I have - since it was first released. I just told the person to take a look at the versions and let me know what they thought. The person glanced at the cards and immediately said "What's 'EV' mean?". I told them to read both cards, completely. They did, and said, "Okay, but what's 'EV' mean." I pointed to the "At the start of the villain turn" clause then at the "EV". Naturally, the person immediate understood the meaning, but without that side-by-side comparison it would require going through the rulebook and finding the information for them to get that, and that doesn't mean the person would immediately have gotten it nor that the person would have found the game as enjoyable if they were playing it that way for the first time.
My personal experience is that a lot of people just don't/can't think in symbols. There's nothing wrong with that, it's just an obstacle that we create when we require them to do so.
Personally, on my made-up villain and environment, I've colored all the triggers (not just the key words, as that doesn't tend to stand out enough for us). Note: We don't have anyone in our play group who is color blind. This has really helped accellerate gameplay with these decks. I haven't bolded the phrases, yet, but I think I'm going to do that next. My only concern is that it might take up more room, and for some cards that might be an issue.
In general, I think something like this is far easier to manage and deal with. It helps the novices, in that they have nothing to reference, and it helps the experienced as they have something to glance at to find what they need.
The Start and End tokens make a huge difference, since so many of the triggers are based on these. It's the "oddities", the triggers like when a card is played, that are harder to remember. It's not like we're going to do something to review all the cards for triggers every time we do something. Personally, I have a bag of various kinds of tokens and dice that I use for this - if there's something that triggers on card draw, I put a bright and shiny token on my deck. If there's something that triggers on damage, I put a different one in my HP pile. Things like that that will remind me that something happens. Because these are so rare, it's easy enough to manage that way as there is likely few such triggers in play.
(Notice I never talk about experts. That's because they have all the cards memorized and don't need to read them anymore…
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