I know two people that playtest video games. Yes, it is work, but they do enjoy their job except when they have to pull double or triple shifts. Even the double shifts are not that bad in their opinion as they get extra pay and the employer brings in meals and snack.
I do, too, but they enjoy it as much as anyone enjoys low-paid menial work. I tried in once, years ago; I hated it. And the game never saw release! I'd never done anything so boring (and that includes a stint as a supermarket cashier and two call-centre jobs).
I think the designers should have had more things worked out (e.g., Fighters and Monsters) before presenting this for playtest.
Thing is, we were demanding it. Quite vociferously. Continually asking "Is it here yet?" like kids in the back seat of a car. Criticizing them for it not being here fast enough. So they gave it to us (although I'll readily admit that the timing with Monte's departure didn't seem coincidental - they gave us something we wanted). And now we're saying "you should have waited till you had more of it".
It seems like a damned-if-I-do-damned-if-I-don't situation. Which, in a sense, is fine - they're big boys and girls, and work for a big company. They can handle criticism.
So, given that, the right thing to do is just do what they feel will result in the best game. And that does not necessaily coincide with entertaining us; we've switched from consumers to playtesters: different role. At our own request, no less.
Small packages playtesting limited things is probably the best way forward for them: they can get the data in concentrated packets, interpret it, and act on it. They need us to playtest what they need feedback on at the time, not what will entertain us. Entertainment is a side-benefit at most. Data on very specific things is the game here.