Something about AE is that it works differently than our other arts, and not just because it uses power.
Almost all of our arts works by beginning a death spirals on the enemy, comfortably enlarging it thanks to the leg up we had from that beginning and entering either an 'I am immortal' state thanks to the differences caused by that death spiral, or a "I can now oneshot you" thanks to FSS (FSS
needs a significant dice gap between us and enemy to be effective).
AE, however, work even in a case where we can't reliably get that first hit that makes that death spiral running. Obviously, you still need your dice to be
somewhat competitive, but
Breath of Stygian Depths will roll against the enemies for 4 turns. While it means it is not
reliable, the flip-side is that it also acts as a reroll for an attrition build, where every turn it tries again without taking in an action. It also should auto-degrade opponent armour without a hit, though
@yrsillar should clarify if the armor degradation indeed is on auto.
Crawling Horror likewise is a "4 worms attack an enemy, with escalating multi attacker penalty". As long as one hit an enemy, it's fine. There is in effect 3 rerolls to
get that hit going.
Black Earth Voraciousness is designed to capitalise on when the two preceding have hit the preceding turn, but even then it has an alternative AoE use that would hopefully hit enough enemies to do some damage even if the one target we wanted hasn't been caught yet... and if we do, we can get up to +8dice from AE itself on next turn from other targets we damage (and if there are many targets some of those we don't want would also have been damaged by Breath) and those dice will be very useful to get breath to work. As long as we damage one target, we are assured +4Qi, and it quickly climbs. If the targeted enemy
has been caught by the preceding two technique, this makes it even better.
So, AE working on a somewhat reroll+buffing self set up means that it's much more designed for punching up than our other arts (which need us to be slightly superior in the first round to cause significant death), and that means it has its place in our build for when we need to go for a more attrition style against a stronger enemy after we have lost our opportunity to do that death spiral. It gives us a second chance... well, if the dice was competitive.
Also also, this means that FVM7 is even more important as it makes punching down have a 'higher' down