I agree with the need for the size of the title font to be reduced.
I have heard the argument regarding vanilla cards before, but I did a survey of vanilla cards and found that they actually make up a very small percentage of cards in most games, usually starting with little more than a handful for the first set and then dwindling down to nothing or 1 or 2 by the fourth set, meaning all the remaining sets are effects heavy. The only thing vanilla units are ever good for are bookmarks and coasters. Now, if a game thrives on command cards providing effects to vanilla cards, that's a different story. Other games, on the other hand, provide no vanilla cards and are just fine. So it really depends on the mechanics of the game. But most games rely very little, if at all, on vanilla cards.
Of course, it might also depend on your definition of "vanilla". If you mean cards with just 1 or 2 common keyword effects, then yes, they should make up at least a fifth of the cards in pretty much any game. Text-heavy cards should make up less than a fifth of the cards and be reserved for really important cards to various themes. The rest should be everything in between, usually involving unique effects designed to further various themes and strategies.
I believe the vanilla argument comes from a misreading of the articles by Mark Rosewater that mention that the variance between weak and strong cards is essential. Though the point is valid, it is unnecessary to state because there's no way those variances can't exist in a card game possessing themes. He actually uses these variances to justify a card company's corrupt tactic of tossing in crappy under-developed cards so that people have to buy more cards to get the ones they want. His words regarding such very openly deny it, but in fact end up adroitly acknowledging the fact between the lines. He has been busted for it by the MtG fans more than once. One time he even tried to say that if a player doesn't recognize the latent potential of these cards, they're stupid. You will never hear Richard Garfield make such a claim.
However, that said, Malagar has clearly stated that he's not looking for game advice. As he said at least twice already, he specializes in designing templates, meaning the card graphics, not game design.