I don't really see anything false about it here. We're in a 2-year public playtest, with a large team of people who are looking into marketing, art direction, etc. Any choices made going into it are conscious ones.
The issues of who is working on it and for how long aren't relevant to point I'm making, which is that the results can be more than "moral" or "immoral."
They're not writing fiction, they're writing an instruction manual on how to play a game so that players can create their own fiction. Insofar as there's a setting involved, it's a barebones, broad, implied one.
They're producing artistic media for the purposes of entertainment. While I suppose one could posit that the sections of the book that constitute the game rules aren't "fiction" per se, that's largely a semantic difference.
They're making an RPG, with a lot of full-color artwork and examples of play. The content of that art, examples, and iconic characters (if any) are what the conversation's about. Let's not dilute it.
On the contrary, this is the heart of what the discussion's about. The OP asked what "should" the next edition do; that's a query of what the "right" (e.g. moral) decision is.
Kamikaze Mudget said:
The reason there's no real "neutral" here is because no work is independent of the people and society in which it is generated. The artwork is chosen within a context that includes the race, class, age, gender, sexual orientation, education level, etc., of the person who selects it. There is never any possibility to isolate oneself from that context. We cannot help but be products of our genetics and environment.
So, regardless of the choice they make, it is driven, in part, by who they are.
You're discussing the intent of the creators in this regard, as a specific example of the idea that the morality of what's done is based around the intent of the one doing it. That's a perfectly valid method for judgment, but it runs into the problem of how you judge what the creator's intent is, particularly when it gets into the uncomfortable area of saying "I know what their intent was, because I'm cognizant of the subconscious factors that influenced them without their awareness."
That's also not how I prefer to view the question of the rightness of wrongness of an action. I believe, as stated above, that the morality of an action is defined by the nature of the act itself (divorced, at least somewhat, from the intent of the person performing it - and divorced completely from the consequences of it). In this regard, there is indeed a "neutral" in that there are good actions that, if you fail to perform them, are not bad (e.g. the aforementioned supererogatory acts).
To pretend that this can be decontextualized is to imagine a world that has never existed. There is no cultural neutral zone. We are all part of the world in which we live. And those who are creating cultural products in that world are going to reflect who they are in that world, regardless of if they want it to or not.
The context doesn't matter, I believe. Even if you could concretely know why someone did something, that's less important than what it was that they did.
The choice to dress an elf in, I dunno, something inspired by ancient Mesopotamian clothing, and whether or not that elf "looks Mesopotamian" is going to speak about those who make the game, regardless of what the decisions are or why, from a creative perspective, they may have been made.
Again, I don't think it's about that. Trying to interpret the intent of the artist based on their art is ultimately, I think, going to say more towards your (and I mean in a generalized "you") own biases rather than theirs.
The way to judge the morality of something is to look at what was done (in my opinion), not why they did it.