Theme Voting Round 1
I went through all of the themes from Round 1 of theme voting; while most were astonishingly bad, some seemed like they could be viable.

Useless superpowers -1 - Basically "Inconvenient Superpowers."
Break the cycle +1 - I could see a wide variety of games being made from this; it provides quite a bit of freedom but isn't too vague.
Don't trust the game -1 - Leads to a lot of gimmicky games that give you inaccurate instructions, making gameplay difficult.
Absorb your enemies 0 - "Absorb" gives a wide variety of meanings; however, the theme restricts to games with focus on enemies.
No killing allowed -1 - Would probably end up with a lot of games that normally involve killing but that element is removed creating a huge hole in gameplay; otherwise provokes no ideas.
One item, many uses +1 - This theme could be very powerful.
You are the princess waiting to be rescued in the castle -1 - Pretty much all games would specifically have to be set with a princess in a castle.
Take one, leave one +1 - "One" can be a lot of things; however, it has to be taken or left. Not too broad or too narrow.
Scavenger -1 - Eh.
Control the environment, not the player 0 - This could cover a lot of ideas; people might abuse it and make a bunch of generic block-based puzzle games.
Indirect combat 0 - Kind of like "No Killing Allowed" but with a lot more possibilities and less terrible gameplay.
You're the final boss -1 - Yuck.
Permanent damage -1 - Too restrictive while being too vague; I have no ideas from this.
Automation +1 - This could be a lot of things.
Discovery (LD 19) -1 - Who the heck submitted a theme from a past Ludum Dare in the first place and how did it get to Theme Voting?
It only changes when you aren't looking -1 - Too restrictive while being too vague; I have no ideas from this.