Just because someone is very skilled at a game, does not mean they're equally good at generating quality insightful feedback. It's also true that they can also have their own biases towards one play style (Say, sniping only, or brawling only) which will tilt their opinion on other styles.
Actual feedback on all parts of the game also need to come from all corners, because, really, what does a power gaming nerd like myself that only plays in groups know about a pure solo newbie experience? Close to squat. I can talk about the intricacies of 8 man tactics, map balance, weapon effectiveness, and mech viability until the end of days, but I'm never really going to know what the other elo bands look like, or how things work playing solo only, or any number of other things that I just don't spend any time doing.
That's why the townhall wanted as wide a reach as possible, because the overall perspective on the game from all points is more important than the narrow picture about balance. Hence why "New player experience" was so prominent in that word cloud we made out of the notes and chatlog (linked in this article, I'm too lazy to rehost it on imgur
http://themittani.co...wn-hall-meeting )
I think what we're talking about as far as competitive players and feedback, however, is really just balance stuff. The sort of stuff about, say, 6 PPC stalkers or 6 SRM6 cat-A1s. These very forums *howled* to no end about those builds. In reality, on a team they were a very narrowly focused tool that could be very effective, but could also be hilariously easily countered, once scouted. That's how a balanced game works.
The only reason people in other games come back to the competitive scene, is that they're the ones that actually play at a level, long enough, and in a coordinated enough fashion, to really know what does and does not work, and what is and isn't possible.
Plenty of people can spreadsheet out numbers that may look balanced, but in the end you really needs just loads of testing to get it down pat. Swap out the word testing for practicing, and you have what competitive teams already do: Play the game at a high level, know the systems inside and out, and know what can be made to work, because they're trying it themselves.
On the developer/designer side, you also absolutely need someone(or ones) with high end game skills themselves, basically, to cull out teams trying to slip biased ******** through. Their job is to weight feedback, and make sure that they actually maintain a real even balance. In MWO's case this would be between sniping and brawling, and I think. The goal should not be to eliminate any option, in the end. It should be to balance them out with the other options.
Edited by Gwaihir, 31 July 2013 - 02:10 PM.