To me, this column is getting at something I feel no edition of D&D has really understood: DM judgement is both potent and finite.
Must spread XP. Excellent point.
3E and 4E understood the finite-ness of DM judgement, but not its potency. They set out to lift the burden of constant adjudication, but ended up trying to eliminate any need for DM judgement at all.
Although I slightly disagree by edition because of another great point you make:
Here's another thing to consider: An ounce of flavor text is often worth a pound of rules crunch.
Consider the venerable fireball. What happens if you cast it into a barn full of hay? Writing up rules to address this question would be a formidable undertaking.
Or you can say, "This spell creates a tiny glowing bead that streaks to its destination and detonates in a 20-foot-radius burst of flame."
3E fireball includes rules for setting things on fire and melting soft metals. 4E fireball has no such rules, but instead has the following flavor text: ""
I'd say it leaves more up to the DM to determine what happens in his game. I don't think the books do enough to guide the DM into making these decisions, but ht eframework is there.
This has also furthered the notion of the DM as arbiter
I can agree with you up to here (minus the "machine operator").
and in a sense the opponent to the players. This, in my opinion, is directly related to the unacknowledge massive elephant in the room that, whenever it is brought up, causes quite a fuss: the influence of video games on tabletop RPGs. In a video game, the players is fighting "against" the machine; the GM, such as it is, is the program itself. For a generation brought up on video games, the GM is the enemy--the operator of the machine or program that you, as the player, are trying to win. This, I believe, has influenced the basic assumptions that later generations of role-players--those that have been playing for 15-20 years or less, even more so those that have been playing for 10 years or less--have about the role of the GM, and the relationship between the players and the GM (and, really, the individual and the world, but I'll leave that for now).
But here I disagree. I started solely within the "tabletop generation" but as technology became available I was also part of the "videogame generation." I never once, during any video game, felt like I was fighting against the machine. And I never got that sense from any other videogamers over the years.
I did get that adversarial sense from the early table-top games I played. I believe the adversarial relationship in those games came from a combination of differing viewpoints when the rules left the GM to adjudicate mixed with maturity level over how those differing viewpoints were shared and resolved. For me 1E AD&D was extremely adversarial, but I think looking through today's lens it would have been much less so. Older posters (looking at you old man [MENTION=5]Mark[/MENTION]CMG

) who I've spoken with personally have confirmed this viewpoint IMO because they did not encounter the same issues I did because they were at a different maturity level when they encountered them.
If I had my druthers, 5E would be designed around only the primary elements I mentioned above as core, with secondary and more so tertiary elements being optional, even within a specific context. That is, if a group or the DM wants to consult the rules-as-guidelines in a given situation, go for it; but this approach shouldn't be hardwired into the basic game, but rather optional.
I can agree with this, although I think it already exists. I think they could do a better job
explaining this to everyone and I think these articles are a start at attempting to explain just that, not just a look forward to 5E as some speculate.
Not all DMs find the same things tedious. Not all DMs find the same things hard. You can't categorically say that DMs need rules for attacks but no rules for how "fast" each action is. Some DMs say that drinking a potion takes a round. Some DMs say you can do it fast enough that it's not really an action. I, as a DM, for instance, can't stand making hundreds of little judgement calls. I don't want to be asked for permission -- "can I shut this door and still attack on my turn?" is not something I want to have to make up my mind about. I want the system to basically deal with these tedious little meaningless choices without me. A game engine consisting almost entirely of "Do whatever you want!" is useless to me. Why did I spend $150 on your 3 books and read about 400 pages? To be told to do whatever I want? What I want to do is think about bigger things than action economy. Now, it's important to me to be able to do what I want anyway.
Must spread XP.
But, that's not what he said. You seem to be taking his words farther than he did. You're the one who extended this to "action economy" and "only", not him.
He did say, "It can provide rules for common actions (attacking, casting a spell, and so forth), but the system can't provide concrete arbitration for every action."
He also said "Why not give the DM the power (and guidelines) to adjudicate actions on a turn, and let the game system handle attack rolls?"
Which is where some could be worried over the direction he's taking. If the guidelines look much like the common actions listed in the current rules, then so be it. Although I don't understand the need to call this out in an article. If the guidelines are more akin to the "guidelines" provided in the 1E DMG for Magic Item Creation (for example) then I would be much less happy with the direction he is taking.
I think he intends that middle ground, not an extreme.
I think he is too, I just hope we're not both wrong.