This thread is about moderation, not Beamdog's decisions, but you keep mixing these things constantly.
About Beamdog decisions - actually, Trent Oster, on behalf of Beamdog, has done several times what you say Beamdog has never done.
Minsk line: "Ultimately, we received feedback from our community around the Minsc line and when we went back and reviewed it. The line just doesn't make the game better, it doesn't add to Minsc and it does in fact, detract from him. As such, the removal of the line was the only logical outcome.
I care about making our games better and I care about our community feedback."
Collector's Edition delays: "I'm sorry. I can understand your frustration as we are also very frustrated with all the delays. Simply put, we started down the path with the best intentions and we found a promising partner to help us execute and somewhere along the way the wheels kept falling off. Numerous delays, numerous changes in suppliers, poor quality prototypes, revised specifications and endless holidays interrupting the process in any countries. This has been a hard lesson in the complexity of producing multi-component Collector's Edition products.
My hope going forward is if we were ever to attempt this again we would have a clear idea of all the challenges and timelines."
UI fans' suggestions: "I like where this is going. Nice work."
SoD problems: "The Siege of Dragonspear launch was tough, no question. We launched with bugs, and ignoring the controversy around the launch, the product we shipped wasn't up to the quality standards we hoped to meet. Our patches since launch have improved the game greatly and we are much happier with Siege of Dragonspear today than we were at launch. Our key lesson from the experience is we need to take the proper amount of time and attention to ensure a high quality release.
To give us the time for our next project to meet our quality goals, we developed a new plan to ensure we can deliver products we will be very proud of. This plan is about optimizing our team for the next releases and and building strength in key areas where we can be a world leader. As part of this plan, we undertook a limited restructuring at Beamdog, parking some projects, laying off four staff and reducing some contractor expenditures. We've had to say goodbye to some good people, but by making some hard decisions now, we've engineered a scenario where we can take the time required to ensure we have a quality release for our next projects. On those next projects, at the core of our plan, we are empowering our leadership and developing top-notch narrative design, programming and art teams. We're already seeing some amazing results and we've excited to share our next projects with you. "
PST:EE is one of those projects, and you can clearly see it's a high quality release.
More about SoD problems: "We launched with some bugs and we've been digging through, finding and fixing them. With the early negative spin, we really backed down on our promotional efforts for the project. I think we felt guilty as there was legitimate concerns around real bugs which were getting lost in the hubbub and we didn't feel confident in the state of the project. We've found and fixed many of the bugs and we learned some key lessons on last minute UI revisions (bad). In the near future we're going to examine the promotional efforts around Siege of Dragonspear and see what we can do to drive more awareness."
And by the way, Dee apologized for his tweet to Jezebel & St. Anita almost immediately.