I'm sure this has been said by someone else before in the last 5,000 comments, but a major thing that I don't like about the air ship is that it's coming out of nowhere, character wise. In story, Mathilde has never expressed any interest in captaining a ship, or traveling around the world with an entourage, or aerial bombardment, or anything else that says air ship to me. At best she's mused on whether Swamp Town has any appeal at all.
I thought about whether this is pure bias talking, and it might be, but looking back it seems like this was not the case for all the other major freeform or big decision votes. We joined the Dwarves because we were impressed with and took a liking to them in the Sylvania campaign. We thought that combining Burning Shadows with a whole mountain might be a good idea some time after blasting the Singing King with that spell to great effect. We went for the library after already collecting books every turn. We founded a branch college to help us with research, a long staple of the Quest. We hired the We when they were already an established character (though I voted against that one as well). Rite of Way was a tool that fit the job ahead of us. Freeing Karak Vlag was based on knowledge we already accumulated as a player base from the story and words of QM. The Waystone Project was something we wanted to do (at perhaps a smaller scale) for a long time and something that was first suggested to us by an NPC (Cadaeth). Mining Drakenhof mountain for books followed from the by then very established (even in character) B O O K thirst, the also very established interest in dark magic theory and the narratively satisfying return to treaded ground.
The closest to "where the hell did that come from" we've had was maybe the Dragon Altar. Which is hilarious, because that was the only plan I ever wrote that won. But I still feel that that's very different. Like Rite of Way, it was a tool for a job, a job given to us in the story. And though we had dreams about an order of dragon knights and whatnot, it never necessarily needed to be a major part of Mathilde's journey. In fact in the end it very much wasn't. All it is is a tool of last resort in Belegar's armory and all it cost us was one AP.