I think it's great to have these rules, and as both a DM and player I think it's fantastic they are being clear about who is in charge of the narrative of the Bastions.
As a DM, I want players to have narrative stakes in the games. I love the idea of players deciding who lives and works at their Bastion, and giving little updates about what's going on there. I also know that if I told a player "Hey a big war is about to be fought in the territory where your Bastion is built, how do you want to play this out?" most of my players would have a bunch of ideas. It would literally be a non-issue. I feel like the kinds of players who would try to take advantage of the Bastion system by, say, killing a king and then hiding in their Bastion are also the types who think a commoner rail gun should work. They're just playing a different game than I'm interested in playing.
As a player, I love the fact that they're telling DMs to keep their hands off of Bastions. I played a character in a 5e game whose whole thing was making museums to share the amazing things he discovered in dungeons. I communicated this very clearly to the DM. The first time I tried to set up a small museum, the DM had all the NPCs react as if I was crazy. "Don't you know how dangerous that is???" Then our discoveries attracted the attention of a powerful dwarf patriarch who sent assassins after us. Then we had to travel halfway across the world and take on disguises.
At one point I finally started a single museum and hired a gnome to run it. Guess who immediately got kidnapped by bandits???
Finally towards the end of the game the DM introduced a secret organization that used my museums as bases. I thought, "What museums???"
And I wouldn't say this was a nightmare DM at all, in fact I'd say she was a very good DM. But having an explicit Bastion system would have helped me have a more fun time playing a character whose whole motive wasn't just killing things.