My takeaway from the Barrow statement and the related references is that the notion is correct -- in the real world. In an elfgame, game systems focused on logistics are just another option of mechanical dials and levers one can focus on (and be skilled or unskilled at doing). They (preferring them, or excelling at them) do not make you the 'professional' among 'amateurs' among gamers. Everyone is best at the mechanics with which they have the most practice, and will falter (with some benefit from overall experience) using less familiar systems.
Note that the OP was also in the context of wargame-style rpgs. The term "campaign" is a vestigial sign of most fantasy rpg's wargame heritage. Note this is aligned with the oft-neglected "exploration" pillar of game play. The difference between a trek to the north pole and a military campaign into hostile territory is hardly perceptible on the first day, or even week, after it actually launches.
There's other gamer aphorisms like "anything can become an interesting game to someone", "there are people who yuck your yum and vice versa" and "if you think X is boring, make it exciting."
1E/Earthdawn/4e style "points of light" games, where there are small clusters of civilization surrounded by weeks of unpopulated terrain, are very much logistics based.
An RP variant of this is the "populated but refuses to deal with
your kind" game, where you can't walk into the plentiful stores but have to find a shady black market dealer willing to handle your tainted, defiled coin (at a markup).
Logistics/inventory is also key in plenty of other scenarios. Do your PCs get to carry their rucksack and have weapons and shield strapped to every limb while meeting royalty? What about having dinner at the inn? Going to visit a priest in their church? Walking around in town?
My players usually wind up with a "couth social call" and "don't scare the civilians" inventory in addition to their standard "loaded for bear" adventurer-style inventories. Some campaigns (wargame call-back!) also involve the "royal/hoity-toity" inventory where anything bigger than a belt knife is verboten and visible armor is right out (mithral chain/breastplates are in high demand along with ring, cloaks, and bracers of defense).
Heck, one of the RP reasons for my players to make nice with the nobility and get knighted is because only knights can wear armor to "couth social calls" in some lands and only a very particular subset of titles can be armed in "royal/hoity-toity" settings. (IMC the Feywild respect knighthood and "royal champions" of all lands but scorn ruffians and pretenders)