Not at all, but it just seems as if you're not quite getting all the nuances of my posts.
I said that thoroughly playtesting UA is ludicrous. Certainly, there are ideas that that can be playtested in a fairly thorough manner before release (traits come to mind), but there are other ideas for which the implications are too great to allow such playtesting (gestalt classes, VP/WP systems). Consider the playtesting that 3E received, unparalleled in the history of role-playing, and it still had major issues with its balance. Not that 3.5E fixes all of those problems, for it doesn't, and of course introduces some new problems.
They can do a little gaming with the variant rules in UA, but the implications of each of the changes taken alone can be huge for a campaign that lasts two years, and then there are the combinations of the changes. Oh dear!
With a book like Complete Warrior, as a book where any part of it should integrate into a campaign easily, and that is built off the basic assumptions of D&D, then playtesting and the balance issues are solid and real. If it does fail on the balance issue, then that is a real problem for Wizards.
However, I don't think that quite the same standard applies to Unearthed Arcana, and expecting that holds WotC to an unrealistic standard. I see UA as a real grab-bag: some ideas that are good, some ideas that have little relation to standard D&D, and some ideas that add much to the OGC community, even though their application in a 'normal' D&D is uncertain.
The weird, the wacky, and the wonderful - and which is which is down to personal preferences.
Cheers!