Grunker:
Where am I being 'apologetic'? I thought the 50% no-miss system was pointless and a devolution, and said so; I think the recent compromise is nice, and said so. Did I say nobody should criticise Sawyer? No, I make fun of people who believe he is some kind of left-wing revolutionary whose political radicalism infuses his design with Evil, or people who flip their top at every single change without providing good rationale. And no, that doesn't represent everyone in this thread (or I wouldn't bother posting). So isn't it you making strawmen when you're talking about blind non-criticism?
Anyway, let's talk about the actual substance of the argument, which I imagine is your goal as well. I may be wrong but my impression is people are picking up far too much from Sawyer's tone - i.e. that Sawyer believes the IE games were Broken and he will Fix them into the Great RTwP Game. What I see, substantially, is that he is building a new system from ground up due to the lack of D&D, and when he does so, he's not trying to recreate IE D&D without the license, e.g. change 'Constitution' into 'Hardiness' and call it a day, he's trying to make various changes that he believes to be improvements. I find that just fine, because I think that's the same as BG2 changing the area exploration design from BG1, or IWD2 implementing 3E rules, or Torment introducing an immortal protagonist that is 'trained' into three different classes. Every IE game was different, and every future IE game that was never made would have been different; that's what defines a style. As long as these changes are (1) sensible and improve gameplay, and (2) do not change the fundamentals of an IE spirit or style, there is no problem.
That's why I say it's important for people (not you, in general) to provide their rationale as to why they think health/stamina or no-miss would violate their definition of the IE spirit, and change the fundamentals of how the combat feels. My own take was that the original 50% no-miss system was in danger of doing so, because that's not just a quantitative change but a qualitative one, it makes things less instinctive, it can encourage grinding tactics, etc. My opinion is also that miss/glance/hit is not just a compromise between the two positions; it is actually a solution that remains in the original IE camp and then makes a minor improvement, because the general principle (you hit or you miss) is now the core again, but it is simply variegated further with glancing blows. I see that as an improvement that makes the combat more complex while retaining the feel of IE games, which was not the case with the original proposition.
That's the kind of rationale I have for my opinions, and I think that's the kind of conversation that would be productive to have.