This all begs the question as to why you're making declarative statements about systems and playstyles you have no experience with.
What precisely are you talking about? I've made quite clearly opinion marked points about the design impacts of various choices, and primarily suggested the discourse around resource/logistical engagement doesn't turn on having/not having skills so much as a variety of other factors. I even agreed outright with someone describing the sort of play I'm implicitly advocating for as "a specific kind of gamist."
You seem to be accusing me of some kind of bad faith argument that I really don't think I deserve, and I'm not sure is meaningfully related to my points.
My man, you are busy criticizing rules and mechanics you have no experience with. You don't get to play the badly designed card here.
Excuse me? I have 25 years of RPG experience, I've played dozens of systems, I design board games, there's a stack of game design textbooks on the table next to me, I've been hanging around design forums, doing the pontificating about RPG design thing for decades. Feel free to disagree with my position on the merits, or even just on principle, but I am absolutely entitled to an opinion here.
I'll also point out that your rules as setting truth position is precisely the opposite of your newly stated intolerance for badly design rules position. Rather the opposite in fact - they literally can't both be your position as they are mutually exclusive. So, you figure out how to stop making entirely contrary statements and I'll go back to paying any kind of attention. Is good plan!
This is nonsense. I've tried to explain it a few different ways now, but these two points simply aren't in contradiction, and I have no idea why or how you are reading them that way. If the rules don't do what you want them to do, they are badly designed. If you want the setting to be other than it is, you need to design he rules to make it so; failing to do so is a failure of design, and means the setting is not as you envisioned it. What is the contradiction you're seeing?
My emphasis on requiring a stringent design standard is what allows me to hold the position they are formative of the setting. You can't have the latter if you don't believe the rules can be made good enough to provide setting information to the player.