The interview is a good idea! There are many assumptions here. I'll try to clear a few things up:
1) The very long development of the patch. This has nothing to do with RL issues, lazyness or
anything related to the balance team or myself at all. It was simply impossible for a long time to release a patch for technical reasons and because of organization problems after the server switch. As explained in the patchnotes, the patch was actually supposed to be released in February (with much less change).
This issues are (mostly) solved now, which is why we have a patch and will have more regular patches in the future, as i originally planned too.
2) The structure of the balance team. Citing Petricpwnz about how things happen in there isn't the greatest source, because he isn't and was never part of it. The team started with 7 people that should discuss until consensus or, if needed, decide things with majority vote (sounds faimiliar?). While i'd have a veto or, since this isn't working on a super official or legally binding basis, also the power to overrule them. But just for the record, i have never pushed any change that a majority of the balance team disliked.
Now instead of 7 people, from the 3 people that i added this year to the team to replace the ones that became inactive, only jagged is left active. That's not a huge surprise because having influence looks nice from the outside, but once people realize that it's actually hundreds of hours of work that gets rewarded only with a lot of blame and little thanks (even though i take all blame for balance right now on me, and will keep doing so for this reason), it loses a lot of its appeal.
There is also the issue that i want the game and balance to move forward and not stagnate. That's why it is important to have people in the team that agree on the same goals, and vision of the game, but disagree in the way to reach it, to find the best approach and avoid mistakes. To find suitable candidates i was using the testing team to see who is actually willing to put in work, and is able to have an open discussion. Unfortunately there are not too many suitable candidates, balancing has the same issue as development in this regard, and as many volunteer projects in general. There are hundreds of people claiming they can do better balance, but to get in the balance team right now, one needs to do more than that.
It's easy to claim that a team of different people will do better. It's very hard to get a team together that'll do the work, stay active for more than the first few months, is able to agree on a joint direction/vision where to go with balance and where no one gets discouraged because his favourite changes get shut down by others. I know it, because i tried, and i've seen (and been a part of most) all the different approaches to balance teams that we tried in the past before i was in charge, and saw what worked (somewhat) and what didn't. (for anyone curious: community votes on every change let, unsurprisingly, to a disaster)
3) Too much change. This is really the core of things, while i believe that a different structure of the balance team is either overly optimistic or will lead to stagnation, this is a very valid concern. There are many people who dislike too many changes, who are happy with how the game is now and
want this stagnation, with only little fixes for the biggest and most uncontroversial problems.
I don't agree with this. I think it is important to move the game forward, to improve it where it is possible, increase faction diversity, make the game more accessible for new players but without reducing complexity, increase options for different strategies, to solve underlying and bigger issues...and so on. Even when it leads to bigger changes, like the current HP changes. Mind you, there shouldn't be
too much change, and especially not at once, but the opinions on what is too much, and what is necessary are different here. (e.g. Equilibrium is too much change for me, my changes are too much change for some individuals)
FAF was created with this philosophy in mind, and without it, we would not have the balance that the people who don't want too much change are "defending" against this changes to begin with. The current balance is made by this kind of change, without it, we wouldn't have most of the FAF patches, they went through a similar process as the current one, and any patch, with many people disliking it. Engymod is the most prominent example, while being considered a bad and way too extreme change in the beginning, it is now liked by a large majority of players.
If the community wants to leave this path and wants to conserve and finetune the current balance instead, that is fine with me, but it will have to be done without me, because i believe this is the wrong approach and will, in the long term, contribute to the degeneration of FAF.
If it wants to continue it, i'll keep investing all the time and effort (easily over 1000 hours by now, just to give you an idea) put up with all the trouble of it and take all the blame that inevitably comes with doing balance, but i won't mind if i get to do something more pleasant with my time either.