I agree - and I'll give an example.
We more or lessed ignored TBeard for the longest time. We found him to be very. . . passionate. . . is the nice way of saying it. Downright evangelical, bordering on rude is not, but that is how he came across.
Moi? Why, I'm the soul of civility and courtesy
And then he posted on these forums that he wanted to see A, B, and C in Traveller. We read through these points and thought 'is that all he is after? Hell, we can do that!'
We are now chatting amicably on email, and TBeard has been enlisted to help sort the things he wants to see.
If all criticisms were like that, this board would be a much nicer place and, just maybe, people would be getting the game they want. So, if you have 'issues' with Traveller as it currently stands, try setting out your arguments in a reasonable manner, with realistic suggestions on how you would like to see it changed. Reprinting the rules from scratch is not realistic. Adding a sub-system to the rules, either via PDF, S&P or a new supplement probably _is_ doable.
But you have to let us know, and rants _will_ be ignored.
As an amateur game designer -- in a genre where the fans seem FAR more intolerant and opinionated than they are here -- I have some sympathy with Mongoose on this point.
However, it really is not the job of the player to fix problems in a game. Indeed, in my experience, many players are not able to suggest effective mechanical remedies. No slur on anyone intended; I can tell if my truck isn't running right, but I would be hopeless in suggesting how to fix it.
And in my personal experience, we have several FFT players who have been invaluable in improving the game. They have very good instincts when it comes to identifying problems. Yet their mechanical suggestions have been impractical every single time. (To their credit, they are happy if we fix the problem; they don't really get invested in their particular solution).
They are excellent players and astute observers; they just aren't real stong on game mechanics.
Of course, it never hurts to try to suggest alternatives or fixes. But understand that even if a given fix addresses the problem, it may well cause undesirable side effects in other systems. Games are complex and seriously interrelated systems. So no one should get overly invested in their suggested fix.
Anyhow, what helps *me* in my games is when someone explains in concrete terms what their particular gripe is.
"I just don't like combat" is a fair statement, but it's virtually no help at all to the designer.
"Combat is too fiddly" is better, but still not a lot to go on.
Far better is "During combat with more than ~4 figures, the thus and such subsystem takes way too much time for very little benefit; in addition, it can produce unreasonable results <insert example of how unreasonable results appear>" (And FWIW, I tried very hard to explicitely identify the problems in MGT when I first discovered them).
I'd think that MGT designers are the same as I am on this point.
I'd also add that as a designer, I've discovered that some flaws are so systemic that they can't be fixed. More accurately, modifying them creates equal or worse problems. In that case, the designer is better off (a) living with the flaw; or (b) replacing the subsystem.