Scripting aside the SCP team will just break stuff and not notice for many years. Or purposefully change behavior in the name of maintaining some kind of imagined consistency (see Goober's string changes which broke ever single mod using a strings tbl by forcing them to use the hardcoded strings instead of the strings the modder had defined??). Or purposefully change behavior because the retail behavior is insane (see making turn speed independent of framerate which broke a lot of mods).
This post pisses me off immensely.
There is always the risk that a given change, even after being looked at by multiple developers with years of experience, will still break a given mod because there is some edge case that we didn't know about or consider that somehow ended up being crucial to the balance of a given mission.
We can't, physically can't, play all the major mods out there and verify that a given change doesn't break things.
I'm really sorry that it sometimes takes a while before an issue is noticed and even longer for it to get resolved, I really am. The time and energy I, and any other SCP coder, has to work on FSO issues is limited.
But at the end of the day, here's what that means:
We, as the SCP, can't do all the testing by ourselves. We absolutely
rely on people testing the nightlies and RC builds for us. If that doesn't happen, if all the testing is left to us and what little of it we can manage, then this is the result.