If done correctly (I.E. set up to prevent Year 2/3 Week 1 completes...), it could become a process of reverse engineering and problem solving; more-so than now.
EX: Year 1 of 3: Logomotion Presented. Team XXXX develops a typical arm design to tackle the challenge and comes dead last at their regional. Team XXXX returns to their home base and keeps an eye on other regionals and robots. They decide to attempt a roller claw, which 4 of the top 6 robots at their event possessed, for next year.
Year 2 of 3: Team XXXX implements their roller claw, and to their horror, it fails utterly during testing, and they have to revert to their original claw design. With experience from last year, they understand both the strengths and weaknesses of their robot and drive team and take seed 3 and win the regional.
In between Year 2 and 3: Team XXXX figures out what failed catastrophically in their roller claw testing, and decides to use it for Year 3.
Year 3 of 3: Team XXXX implements their (revised) roller claw in record time and are comfortable with its performance by week 3. With time on their side, they decide to attempt to make a mechanum drive to increase their scoring ability. With minutes to to spare, they complete their somewhat shaky mechanum drive. At their event, Team XXXX takes a mid-range qualifications finish and are selected by the number 7 seed and are eliminated in the semi-finals versus the regional winner.
If done correctly, situations like this will be common in my opinion. It will increase the envelope with new ideas and untested plans. If a team is comfortable, they may try something new and fall way below where they usually were before the cycle. Some teams may struggle the whole build and walk away from their event Champions, and their alliance captain to boot.
More thoughts about the cons and situations that lend themselves to the cons in the other
thread.