There seems to be a lot of confusion about what exactly the problem was with the spawns the way they were and I hope the devs make a more detailed post on why, exactly, this glitch was a problem. The issue wasn't "spawners too reliable" it was that they were causing spawns to invariably cluster near existing gems and the glitch would only activate after one extra turn was taken, though, so many people may have though "oh, but my spawners were failing sometimes but then I got control when I put out more gems".
No. It didn't matter how many gems were on the board of a given color or even how many you were generating, it just mattered how spread out the existing ones were and that you got an extra turn before you started spamming. What was happening was it was causing a near 100% incidence of extra turn right down to troops like Wight that were spawning 5 gems on a board with four purple and causing a match 5. Also, the AI was capable of doing this too. It didn't make spawners viable, it made them strongly dominant to the point where it removed a large portion of decision making from any given game, being on either side of it.
Freeze doesn't even stop it if you don't get frozen before you get one extra turn, or if you prime your extra turn with something that cleanses like Mercy or Apothecary. Even my Mantis/Anariel/Kraken/Kraken team wasn't even phased by freeze unless Anariel got frozen, because blue lined up over and over and over. I stand by my earlier point that having this in the game would have created irreparable damage as people got used to it, and by a lot of these comments it appears it already has. We had this for a week, it was clearly bugged, and the bugfix is catching flak like this has always been the way people have played the game and its removal is the worst nerf to ever come to the game. Imagine if this had been discovered a month or more down the road. Would the devs have just let it stand? Would they have still removed it? Either one would reaching repercussions for the playerbase of way greater magnitude than this.
So far, these troops are feeling very similar to how they felt a week ago - like garbage. Not worse than they were in the Adobe version, but in the Adobe version they were really bad - that is the problem. I brought this up in my posts over and over again, practically pleading that they not use the code that causes gem spawns to magically move away from each other at all. So far, it seems like that has been reactivated, though. However, we are going to need evidence here. Preferably videos, not anecdotes. The more the better.
If this is to get fixed, we need to highlight that having spawners have such a high rate of critical failure on stacked boards due to outside influence is not okay. In the current state, on average, you will give more extra turns and mana to your opponent using these types of troops than you do to your own team casting 8 or 9 spawners on 14+ stacked boards, and many of them don't have that much magnitude to their initial effect other than the spawns in the first place. The risk/reward ratio is way way off and you can't plan to use a spawner by priming the board with a color when the matches just magically spawn away from your color and screw you over. It still feels like the number on the board beforehand for dual spawners is mostly irrelevant, especially if they spawn 8 or less of each, more gems on the board has more influence of magnitude of your subsequent success or failure than it does your success rate. We need to highlight that they are still broken, but in the other direction.
tl;dr: It is not a good idea to go back to how it was, but we can move forward and get spawners to an acceptable level of extra turns, and, most importantly, a lower rate of critical failure.