Yea, I haven't made a single change since I started the Unity port, because:
1) We want to get through the phase where the Unity version is non-release-able as soon as is reasonable, so any time spent on anything else prolongs that.
2) Any change has to be propogated to both versions, or you'll see a rash of "reversions" when we switch to the Unity line for public releases, and even if we're pretty diligent about making the change in both places it's likely that any significant change would have a separate list of bugs caused, etc.
So basically my intent is to not make any not-required-by-the-port changes until we can get a public Unity prerelease out there. In practice that probably won't work since there's bound to be at least one critical showstopper-for-some-case-somewhere and we're still as committed as ever to fixing those, and there are some small changes (balance numbers, etc) that I can change enough ease that I'll probably go ahead and do some of those. But yea, major crackdown on changes until the Unity version is through the tunnel
Or am I being entirely too hypercritical about the release schedule and minor fluctuations?
Well, there are certainly aspects of the recent development efforts that deserve (and benefit from) criticism, but in all honesty I don't think our release schedule is one of them
I have never seen a game with this combination of frequency and magnitude of updates; if you know of any I would like to know so I can check it out