Dirty - that argument could be used to justify removing Vasari phase stabilizer jumping - it ignores all the rules of the game in having to jump from 1 well to another in a row and breaks "rules" of mobility the other factions are stuck with. It allows them to ignore any static defenses/front line positions and jump instantly behind the front lines. This affects the gameplay 100X more than Wail and has been in the game for much longer. It just got enhanced in Rebellion with the VL Titan ability to spawn a phase node. So regardless of how strong Wail is or isn't, your argument that it breaks the rules doesn't fly imo.
Ekko, you took the words right out of my mouth. 
Wail of the sacrificed is currently the ONLY ability in the entire game that can allow an player to defend against the vasari phase jump nodes, or a kostura cross map jump to a players homeworld. This counter needs to stay in the game, and it is very hard for an advent player under pressure to get wail. Wail takes a lot of logistics slots, and advent are the most logistics limited race in the game. I rarely get the opportunity for a serious game changing wail in most of my multiplayer games. Personally, with all the other super abilities in the game, just one loss of a fleet doesn't end the game anymore.
Now, you can hold out and be deadly until your last dying breath. Personally, I find that quite fun indeed.
You have to be on your toes a lot more facing advent rebels, so don't let them reach this point.
Even so, the vasari have the kostura advantage, and can disable all the gravity wells around the target planet with their superweapons (therefore preventing wail from being activated).
There you go, the big bad wail of the sacrifice counter. It requires more thought and planning to counter a wail. Its worth it to risk 30 corvettes to kill an enemy constructor to prevent construction of a temple of communion. Its worth it to send in 50 corvettes (which are really fast) to try to snipe a temple of communion behind enemy lines in preparation for an assault. If the fool wails to kill those corvettes, you are all good to go to warp in and kill your real target.
Also, you don't always have to build your fleet up next to the enemy gravity well.
In fact, good players try to hide fleet production as much as possible, so that they can gain the element of surprise when their fleet warps in. Effective hiding means your fleet is in a hard to scout area. usually this means you aren't going to have your fleet in a risky front lines position where your fleet could be ganked by a wail.