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That said, I'm with you in that I'm not a big fan of Skull House as a level; it's one of the very few levels that feels like it relies on a cheap trick more than clever rules manipulation. If the level used AND instead of simultaneous IS I think it would feel less cheap.
As for how OP it is, I'm sure that if any levels actually are broken by the ability to duplicate items, the dev will be able to correct it somehow. They've been very good with that.
The way the "X is X" rule is introduced makes it seems like "X is X" blocks "X is Y" because together they form a contradiction. X can't be both X and Y, so in this case the game prioritizes "X is X". Fine, great, makes perfect sense, except it primes the player to expect that somehow making simultaneous "X is Y" and "X is Z" rules will simply lead to one of them being cancelled out. But no, it turns out X *can* be both Y and Z ! The reveal in Skull House recontextualizes the "X is X" rule as... a weird edge case? An exception? The point is that it makes the rules feel less cohesive and consistent.
To address the issue, I'd agree with the poster above saying that "X is Y and Z" causing two objects to be generated makes perfect sense to me. I feel like making the solution involve that structure instead of what it does now would make the level more satisfying.
E: Except that now that I think of it, making that sentence is processed the same as making "X is Y" and "X is Z" statements, so...we're back to the same problem! Maybe replacing it with "X has Y and Z" would be best, since I don't think I've seen any levels that make use of that trick.
That said, I'm very happy with the change (just like Prison and Dungeon) -- it gives the player a much fairer chance I think.