@Roland there wasnt a particular video i had in mind; ive watched only about half of his videos so i cant remember where i heard what, but basically "retaliatory behavior," JUSTIFIED or not, can have long lasting implications on the relationship between the player and creator, and any changes need to be transparent and/or talked about outside of session (in this case patch notes {i.e. no more sneaking in "all random gen workbenches and chem stations are broken," that leads to further distrust}). In the example used, Matt realized that the trap made NO GOD DAMN SENSE (as austin from game theory would say) because normal people would traffic through the area. People just coming for pilgrimage are ok; people sneaking into the back area are not. He made a change to keep verisimilitude in tact... unlike zombies going into "engineer mode." When people stop to go "wait why....." its not good in most instances. I do realize that Matt would be akin to dev and mod in a video game analogy. I also have GM'd a sandbox module and know exactly how "oh ill change this next time i run this campaign" works. Theres also another video of his going over that if one player receives a lot of attention, by default, you alienate others, and can make them feel less important than others. Whether thats true or not doesnt affect how the player feels. And sure theres players saying "whatever, doesnt bother/affect me," but thats no reason to dismiss how other players feel, were all a part of this.
On your die analogy, what about handing out dice that only roll nat 1s? As others have said, now the arrow slits dont even function as they should. So how do you justify "taking away a little fun for some" to "ruining a mechanic for all?" (and bro dont get me started on dice probabilty, ive witnessed Wil Wheaton not roll above a 10 for 6 hours and watched my buddy roll nat 20's like he had loaded dice). Hell, this past wednesday in the game I play in (not GM) my character rolled low on initiative (so i went last in turn order) and got stunned repeatedly until i was out of HP. I didnt claim the GM was out to get me, nor did i make a big stink that RNGsus was not on my side that day. The GM was doing what made sense, and acted accordingly. Now conversely, one of the people we were fighting had "unlimited ki" (im not going to bother explaining, just imagine infinite ap bullets vs 100 normal bullets), but the GM didnt nerf that even after a couple other of us who GM pointed out it was imbalanced. That was something that "should not have been allowed," but the GM here is new and learning still.
I have dabbled in programming so i know these fixes are no where near as immediate as they can be in D&D, and that one line of code can stop a whole method from executing correctly. Im not saying they need to be "fixed yesterday."
i still stand behind my statement of there really isnt a speedrun when theres no ending; no major objective other than survive and "git gud." I can concede the "reaching endgame status" as part of being endgame, but miss
TFP need to properly compensate Jawoodle for his time. Time is money and hes spent a lot of time breaking things for TFP to fix. You wouldnt dare put up a Network without paying hackers to stress test it first.
All this still just proves my first point that this is detracting from more important issues, whether it be the players or devs, or, as you said, its being talked about "ad naseum"
On a side note, im glad youre enjoying Matt's videos as well, and appreciate that you invested the time to watch just for discussion purposes.