Good post, Jack. Incoming wall of text in response!
Maybe it's because I'm not in the dev circle, but it just seems like you guys are missing is a clear gameplan.
Is there a 1 month goal? 3 month goal? 6 month goal? 12 month goal?
The answer is yes. We have specific releases we would like to accomplish, with specific goals for each. They're numerically numbered, have proposed (but not hard) deadlines, and address all the major issues folks see "missing" from the game, and then a whole lot more on top. And no, we're not going to give out information on the precise nature of those plans, simply because our schedules are utterly wonky and things can change that re-prioritize our goals (e.g., testing might reveal that a map thought finalized in fact has a glaring error that requires a significant redesign).
Functioning pickup mode (so teams and pickups can happen regularly and with minimal hiccups)
Votekick/Votemap (so there is variety and constant gameplay online - and everyone doesn't drop when moonshine or nivosus come on in every server)
At least 1 server admin on at a time (so people don't wait 2 hours for no pickup game - easily fixed)
As has been mentioned elsewhere, we are working on administration and voting controls, with enough breadth to solve the issue of "no admin, crap, no PUG."
It seems like you should be recruiting more people (bear in mind, that means you have to manage them) that do specific things. On a cost-benefit ratio, how does spending significant resources on maps or weapons make sense, vs. the three examples above? Much better to use your core developers on the core objectives, and side developers who essentially ONLY work on maps or models. Since I've been playing, Gorge/Core were added, the Justice freezing issue was fixed, quickchat added, and grenades were added. How many of those hit CORE objectives? Honestly, RockeyRex's scripts have made more of an impact on my overall gameplay experience than those.
Game development, generally, is split into "design," "art," and "coding." Thus, we have a coding team (Mabel and Vinci on core stuff, GReaper on web and server stuff), a design team (with DeadGuy and Bugs on gameplay, and DeadGuy and Bravo mapping), and an art team (with Faren, Poponfu, Fuzzy). That's it. Those nine people, plus me and Seymour doing random things and Kryst heading up the private testers, is our active development team. We do indeed have separation of powers, authority, and responsibilities; the teams are present, but as you can see, quite small.
As for what's been accomplished: We aren't going to implement major gameplay changes piecemeal -- they'll break the game without other gameplay changes to balance them out. As we've said before, we're working on new weapons and base assets, but you can't have one without the other, or we'll end up having to RE-balance stuff we've already balanced every time we make a change. This is why we're working in terms of bigger, chunky releases, because every change has to be balanced together. It would take an exponentially long time for us to make each change individually and balance it against the current state of the game, then repeat for the very next change, and so on and so forth. Every so often we'll throw something out there -- new maps, grenades -- but that's just to keep y'all satisfied and because those elements are tangential to the other major changes under way.
It rocks that Rockey's scripts have been so positive for you; they are indeed epic. But they don't change gameplay, they merely enhance it by adding notifications or stuff like max-tap (which, if I may point out, has been fully incorporated into the game for some time). Scripts are fun, but they can only control topical stuff, not stuff underneath. And that stuff underneath -- that CORE stuff -- is what we're working on.
Put the bulk of resources on CORE objectives (although it is less fun), and allocate the side resources to maps, weapons, GUI. This will save you immense time before release.
As mentioned above, we do.
Put responsible players in control of running pickups, so admins (Mabel, Greaper, DeadGuy) don't need to be online.
We're working on a system that would make this issue moot,
and keep us from having to manage a whole 'nother set of VIP players, with all the rules and regulations that would need to go into being a trusted admin.
I've heard several people say they'd like to make maps but don't have the opportunity. Tell them the barebones of what you want and let them do it with their own personal map-making print. If you don't like what they come up with, have them tweak it, or shelve it for later use or inspiration.
If people show honest-to-goodness interest and determination, we'll help them show us what they can do. Hell, we already have, and will continue to do so.
In short, I think Bugs and co. are smarter than you give them credit for. It just takes
time to do this stuff. Bugs is busy as all hell, GReap too, and the rest of us are squeezing our development time in the cracks. It can be infuriating, I know. But we're trying. =)