A defense of my theme votes

Things that I look for in a good theme:
Inspiration. I want the theme to motivate/excite developers, but at the same time it shouldn't spoonfeed them a particular idea/genre. This eliminated "garden" and "fragile" (as these are not inspiring for me personally).
Encourages varying game types and ideas. I want to see gameplay variance in the different games - and the theme should push people towards that, instead of causing repetitive mechanics to emerge. This eliminated "you are the power source", "turn a violent genre nonviolent", "1 minute to prepare", "side effects", "momentum", and "keep it alive", as I feel that all of these would make the overall pool of games monotonous by encouraging similar game mechanics.
Challenges developers to be creative with their game mechanics. Themes that are too simplistic tend to enable developers to skirt past them by simply working it into the backdrop/backstory (granted, you can do this with almost any theme but some themes make it almost impossible to avoid). I'd like to see you really adjust your gameplay, not just your graphics or your backstory. This eliminated "abandoned world", "outdated technology", and "ruins".
This leaves "Dreams", "Decay", "Automation", and "Connections". (I downvoted "Dreams" in the screenshot because I didn't find it inspiring at the time but I think I'm going to go back and change that vote.) The other themes I feel satisfy all of the above criteria, and could be really fun and interesting themes in general.
Don't get me wrong, I'd still enjoy pretty much any of the other themes I eliminated... maybe with the exception of "turn a violent genre nonviolent". I just... don't understand it. What in the world are you supposed to do with that one?