Sure. I'm not spitting on the notion of a guide, if such a guide helps Ruin Explorer, so much the better. (I'll ignore the guide, but I live dangerously like that)
No-one uses the guide all the time. The point is, if you are not sure, if you would like to be sure, you use it. That's hardly unreasonable, and it would help a lot of people. I'd bet it'd even help you once in a blue moon.
Case in point: 3e was designed around the characters getting magic items at a certain rate. Someone made the case the guidelines didn't help him when he wanted to run a magic free game and then include monsters which explicitly require magic to help defeat.
He was digging for sand that wasn't in the box. That's what I'm not understanding; the need for the guidelines to cover everything conceivable.
You're getting into Straw Man territory, dude, with that last bit.
No-one has said they have to cover
everything conceivable except you. So that's a non-issue. Magic items are a mainstay of D&D,
but vary a lot, so putting in guidelines for them is not in any way a ridiculous request (especially as WotC themselves suggested it!!!).
3E's guidelines were terrible. I think everyone agrees with that. No-one is holding them up as an example to be followed, rather a mistake to be learned from. You highlight a very serious problem with 3E in the bolded bit. 3E was designed around that. But that was never made explicit. We were given gold/level and told that it would mostly be used on magic items. But the DESIGNERS were not operating that way - they were expecting SPECIFIC magic items at SPECIFIC values at SPECIFIC levels. This was never explained in an official book, afaik, only admitted later. The prime example was the Cloak of Resistance +X, or whatever it was called, that directly added to saves. It was ASSUMED by the designers that ALL PCs would have such an item, and the save math in 3E reflects that, and monster design.
But they never bothered to tell DMs.
They didn't give guidance.
So we got a very wonky situation with saves in 3E. As a result of making assumptions but not giving guidance. I'm arguing for guidance. Your point supports mine.
(Also, asking for a game to support "no magic items required" as an optional rule isn't unreasonable, I'd say - I've seen optional rules for that since very early 2E)
I didn't want to hear them complain. That's why I used the recommendations in the book. We had some conversations where even the hint that someone might have given out the wrong amount of gold of the suggestion that someone starts a campaign with low gold was met with loud arguments about how "Those guidelines were there for a reason, that choosing not to use them means you are choosing to kill us off when we fight a monster that has too high AC that we can't hit without bonuses. You sure you want to do that to us? Because we might as well end the campaign now, it's going to end in a TPK anyways."
Followed by whoever suggested it saying "You make a good point, we'll use the normal wealth guidelines."
It really sounds like the problem here is your players, not anything else. From what you're saying, they sound like awful, narrow-minded bossy-boots, and I'm not sure why you're gaming with them...