A further thought on this: part of the disciplinary training in my field (my core humanities training is in philosophy, with theoretical sociology on the side) is to learn to detach disagreements in analysis from personal convictions and relationships.I agree with pemerton that there's little use in starting down the path of laying bare the procedural workings of RPGs without being willing --- truly willing --- to revise a notion, understanding, or principle you thought worked one way but was actually something else.
<snip>
And truthfully, that's the danger in engaging in ANY kind of criticism/critique. One of the things studying literary criticism taught me was that there is a risk involved --- there is an inherent element of "de-mystification" of the thing you're critiquing. It possibly takes away some of the psychological "warm feelings" or fervor you have for something, the deeply felt part of your own psyche and persona that thing has placed in you.
It's dangerous, because sometimes you have to rethink what that thing means in the context of your broader self . . . and in so rethinking what that thing means in context of your self, you also have to rethink your concept of self at the same time.
Edit: And thinking about it a tiny bit more, you have to be comfortable with that change --- the demystification leading to understanding. You lose the idealization and fervor, but gain greater understanding in its place.
This is why - for instance - I can supervise work that relies on Marx and supervise work that relies on Nozick and supervise work that defends cosmopolitanism and supervise work that defends nationalism. It's why I can referee favourably a piece that uses a methodological framework that I personally would reject in my own work. It's why I wasn't perturbed when the supervisor of my PhD explained why they completely rejected the premise from which my own work started.
When, a couple of decades ago, I first read Ron Edwards essay about "simulationist" RPGing which explained why initiative is such a problem in this sort of game, and also why it is prone to produce anti-climax in play, I wasn't offended or insulted. My first thought was this explains why RM has probably double-digit different initiative systems spread over its editions and supplements. This didn't change my own approach to initiative; but the stuff on anti-climax did shape how I approached GMing after that, and it's thanks to Ron Edwards and Paul Czege that I was able to bring a 10+ year campaign to a successful resolution in a way I would not have been able to do before I read them.