The only place I got upset is in the claim that normal magic limits story creativity, which is why I posted the how-to thread, which contains more than just nerfs and ways around the abilities for those who care to read it.
It has, I hope, shown that you can be just as creative and engaging in high power as in low power...it's just a matter of scale. On one end, the DM can reliably control and manipulate events to their desire because minor changes are significant (a +1 means something, it can be 'powerful'). At the other end, DM's need more major changes, and need to prepare for PC's 'outsmarting' them and taking their own route to the goals (a +1 is nothing, a +10 might be 'powerful').
Low magic/grim-n-gritty is first an issue of flavor, and second, and more subtly, an issue of DM control over the events in the game. Not all DMs enjoy rolling with the punches at high levels, not all can plan or free-form to that level, not all are happy with letting the players effectively 'cut out the middleman.' Not all players enjoy setting the stage to that degree, or feeling that powerful while still undertaking the quest.
Both are valid, and neither limits the creativity of a good DM in any way. You can have an arduous journey just as well in high-level normal D&D as you can in low-magic D&D, just as simply -- the high-level normal D&D arduous journey will have particular elements that not all DMs or players are comfortable with (such as requiring that each step on the journey be significant), however, just as the low-magic/gng D&D arduous journey will have particular elements that not all players or DM's are comfortable with (such as the risk to life and limb posed by nameless NPC brigands against the *heroes*). High magic games work just fine, and are capable of the same things as low magic, just with a different flavor, and it only ruffles my feathers when people claim they don't....
....and I will admit that Hong has a point....