First, before anybody takes this as a complaint post I think LoE looks fun. I'm very excited to try out many of the new cards and their effects. What surprised me, though, was the lack of Inspire support.
When Inspire was first introduced with TGT, many people tried out various decks that emphasized the mechanic. These all failed and were relegated to gimmick decks. A few Inspire cards do see play (Murloc Knight, Savage Combatant, Nexus-Champion Saraad, etc), but they don't have enough synergy with other Inspire cards to make a deck appealing. They are stand-alone cards that fit a slot in other deck types.
Now, this isn't a bad thing necessarily. I question whether an "Inspire deck meta" would really be fun or interesting. However, what did surprise me was that they didn't follow up with any more Inspire cards that would help boost the decks from "awful" to at least "mediocre". Let me use dragons as a comparison.
BRM was all about dragons, but "dragon-anything" didn't take off. It was close, but not quite there. TGT brings in Wyrmrest Agent, Twilight Guardian, and Chillmaw and now dragon decks are reasonable. Priest is the only one that really took off, but there are some functional (if not high-level competitive) dragon decks for several other classes as well. That's alright, because now there is a sort of "dragon shell" that exists which can be used to give some theme and utility to slower deck ideas.
LoE doesn't seem to do this at all for Inspire. The only cards that involve the hero power are Dart Trap (which is anti-hero power) and Sir Finley Mrrgglton (doesn't strengthen hero powers). Perhaps the idea is they are still trying to slow down the game and that Inspire will work out at that point. But even then, I expected a small nod to Inspire with a card or two to help it along.
1.- TGT is an expansion (120+ cards) 2.- LOE is an adventure (< 50 cards), and so, über limited to themes, mechanics, etc (look at Naxx and BRM) 3.- They are totally unrelated 4.- Conclusion: it wasn't going to support TGT.
2.- LOE is an adventure (< 40 cards), and so, über limited to themes, mechanics, etc (look at Naxx and BRM)
That isn't really an accurate statement. The most effective cards to come out of BRM (Emperor Thaurissan, Grim Patron, Flamewaker, Quick Shot, and Imp Gang Boss) have nothing to do with the dragon theme. They don't even dip into the "cheaper for X minions that died this turn" that was the "sub-theme" of the adventure. I don't think it's unreasonable to think that Blizzard might use an adventure to fill in one or two holes.