I've been a Kickstarter enthusiast for RPG products for the past 5 years, and I fell in love with the idea as a means to get cool products into my hands. I've backed 150 projects, and I've only been burned by a handful of them (and like others, I now avoid video game Kickstarters of any shape or size). As a freelance designer, Kickstarter has also been the only way I've gotten products to the people (Cut to the Chase Games) - I've run two projects, and while I was about six months late on the first one I'm tracking to only be one month late on this one.
Also, as a project creator and company owner, my ultimate goal is to NOT do Kickstarters. I see it as a tool to get started, to prove the viability of a product brand or idea, but once I get to the point where sales from existing product fund new products in a timely manner, I'll stop using the Kickstarter model and simply release new products on a regular schedule. I'm not quite there yet, but who knows? Maybe by the end of this cycle I'll have enough adventure products in my backlog to get there. Running a Kickstarter adds a level of stress that can be a bit overwhelming at times.
I'm also guilty of adding extra stuff outside my core product, like dice and t-shirts, that ultimately I'm going to back away from. It's a lot more time and money (well, mostly money) to get that stuff ready, and I've always wanted my focus to be on the content, not the fluff. If I wind up doing another Kickstarter I'm stripping it down to the modules and leaving the extra content off. Will that mean less backers? I don't know. Will it mean I can ask for less for the backer levels? I hope so. Or at least it would change my funding goal.