You're assuming that we want feedback right now, which we do not.
1. If we were to solicit feedback on a game that we don't have any intention of working on anytime soon, then we either ignore your feedback or get sucked into long discussions that have literally no point in the short-term but which eat up valuable man-hours.
2. If we were to solicit feedback and actually intend to do something based on it, then that wouldn't be delaying SBR at all, that would just be plunging ahead.
3. In general that also assumes that the game is in a feedback-ready state, which it is presently not. Keith has been working with a few forum folks (ptarth is one) to build a completely new game in the bombed-out shell of what mine was. In order for you to make meaningful feedback, there has to be a certain amount of clarity and content there. He's been developing out some bits that seem promising, but they are not ready to be shown in general yet.
4. In a very broad sense, we need to focus in order to get things done. So having in-depth discussions (or even reading in-depth discussions) of a game we're not working on is a big distraction from a game we are working on.
5. I am pretty sure that SBR will see its day in the sun, but either way that won't be affected by AI War 2. I don't think about time quite like you seem to imply. The distance from a project doesn't affect the likelihood of my doing it. Perhaps this is a bad example considering how poorly Shattered Haven was recieved, but that was a game I spent almost a year on in 2008 (before AI War 1), and then came back and happily finished in 2013. I would rather have a good version of SBR in 2017, 2018 or even 2019 rather than a half-baked version in 2016.
6. Either way there is no real incentive for me to just throw it away completely, because I have an enormous financial investment in it. I don't wish to mess with the quality of that game for short-term gains in exchange for long-term quality or whatever, though.