Clearly, as has been demonstrated in many fields, one can plan for emergent properties, and one can safeguard against other emergent properties. The "balance" that 4e largely has, that 1e certainly has far less of, is safeguards against certain types of "balance" that the designers viewed as undesireable. For example, the balance that was promoted in the earliest versions of the game.
Both 4e and 1e attempt to restrict the emergent balance into channels that the authors/designers thought "fun". 4e's definition of "fun" is just far narrower than that of 1e.
I think you're romanticizing 1e. Just because AD&D was full of horrible inconsistent flaws doesn't mean it was designed for "emergent properties." It just means that the rules weren't playtested enough (or even at all, in some cases).
AD&D was great because it was a roleplaying game competing against a field of boardgames and miniature wargames. AD&D was successful because it invoked the imagination in ways that other tabletop games could not. We were willing to put up with all the imbalances and inconsistencies because, in the end, it was worth it.
When I discovered other RPG systems outside of AD&D, I found
every single one of them to be better. However, I stuck with AD&D because the quality and quantity of published modules made it WAY easier to run than any of these other systems.
AD&D succeeded in spite of its design, not because of it.
I bet I could list more playtesters for RCFG than for 4e if I liked. What do you think that would prove? The answer is simple: The number of listed playtesters simply isn't relevant without other data.
So, are you seriously contending that the AD&D player's handbook had more playtesting before publishing than its 4e counterpart?
Or are you trying to suggest that "not enough data" exists for me to claim that 4e has had more playtesting?
Or is this another one of your straw men?
And what's RCFG? The
Regional Computer Forensics Group?
I will clarify. Quantity does not always equal quality. It really doesn't matter if a system has thousands of playtesters or not. What is important is the results of the overall playtesting effort. A system requiring major overhauls and patches post release has experienced playtest fail. A larger credits section just means there are even more people who either were not listened to, or should be ashamed of themselves.
I don't think any shame is needed or deserved. 4e as a whole runs extremely well, even considering the shortcomings of the Stealth and Skill Challenge systems (which have been corrected). In my personal experience, D&D 4e runs smoother and faster
by a long shot than any other roleplaying game I've played in the last 25 years.
And if we want to take quality over quantity, I'll take personal experience every single time.