@Soly what you just wrote is basically the complete opposite of what is actually happening. Gush can easily encourage boring and degenerate play patterns in the abstract, so it's definitely something to watch for. But in today's specific environment the only viable Gush-driven play pattern that is genuinely uninteresting is Mentor-as-proxy-for-Tendrils/Tinker. It's tough to get around - the tactical weaknesses of Mentor are offset by the tactical strengths of white control cards. Wouldn't mind restriction of Mentor just because it's frankly a little boring, but this opinion isn't super strong.
The other effects of Gush today are awesome.
- Games that don't end OR effectively end before turn 3
- Cards that are one thing some of the time and something else other times (think Lightning Bolt, or JVP, or better yet Bolt and JVP in the same deck)
- Explicitly bringing the necessary skill of considering mana efficiency and mana curve out of good deck designers
- Meaningful combat in some matchups. This includes blocking and removal, but also tempo-related concepts like racing and how it affects the sequencing of plays
- Less off-color Moxen and more attention to color balance in manabases.
- Multi-purpose lands. This feeds back into the "things that are two different things" theme - Gush decks are running Strip Mines etc. to make sure they have big enough manabases but can do something with excess land. It would be better still if the format shifted to a place where Gush decks had to consider sometimes running creature-lands - or if non-Gush decks got edge from being able to more easily run them.
This needs to go even further. Vintage would be better, for instance, if value 2-for-1s like Searing Blaze were viable. Then players could squeeze more out of their decks, and gameplay gets more interesting and varied. This is more likely with Gush than without: to use my example, Searing Blaze is only a 2-for-1 if damage to the face and damage to small creatures are actually valued effects.
Basically, circa-2006 Vintage really only made you care about one thing (accumulate enough stuff to resolve Yawg Will) and 2016/17 Vintage makes you care about multiple things. Which is awesome.
I suspect you won't agree with any of this, but you want Vintage Magic to be chess and I prefer that Vintage Magic be Magic.
Also: I'm sure you're very skilled, but maybe you're overestimating your own skill when you talk about how you're not winning as often now?