I haven't heard a single arguement that actually makes me believe there are any flaws in Hysteria, maybe it's bothersome to people who don't have the skill, but IF you are good enough, getting a huge lead at the start isn't a flaw.
Here is a situation: turn one of hysteria, the worms are spread out fairly well, with no 2 worms from the same team being very close to each other. Player 1 plops an enemy worm near the water. Player 2 uses his next 3 turns to pile your appropriate worms and then the next 3 turns to attack your worms. He got taken out for 80 dmg, but he can so easily put back 120+ damage to you ONLY because he got killed in the beginning. Player 2 should not be given that award when Player 1 killed his worm, which is what you're supposed to do in hysteria. That situation does not reward the proper player, hence it does not match a criteria for being competitive (having risks and rewards). This is a simplified version of what happens in the majority of hysteria games. When the majority of hysteria games abuses the flawed risks and rewards system of hysteria, that's a problem for a scheme that's supposed to be in the competitive league.
Here is another situation: Same layout as the last one, except Player 1 intentionally plops his first worm with a teleport. Now even if Player 2 starts piling his worms together to try to avoid rotation rape, Player 1 still gets the better reward for intentionally killing himself. Even if you piled properly to insure you could cover all your worms, it is still worth it for Player 1 to come pile and rotate your worms. Player 1s worm may get hit once during this process, but it is still worth it to go around the horn, cos if you hit his worm, you hit yours, too, so the damage taken from turn 1 to turn 6 for both teams would be something like 120-130 HP for Player 1 and 160-180 HP for Player 2. Keep in mind you can keep this cycle going as long as you make sure you have less worms than your opponent.
Two valid examples that are very very very common in hysteria that show getting a lead in hysteria can be both not advantageous and also disadvantageous. If you follow this mindset, then early game and mid game are completely pointless, cos the scales never tip in favor of someone. Once it gets to 1v1, it becomes a very stale game of darkside and hope for a lucky shot, which is a weak concept for a scheme that is supposed to be "competitive".