I don't have a good excuse for either of those things. I do most of the creative direction and design, but it becomes final with Chad. I give him art, and lay out my vision for the game design. For this game, we brought on writers, and they chime in now too with some decisions. Chad decides the most economical way to implement the ideas, and ultimately gives you the final cut.
I wanted a fill all option for water, and longer healing in camp, so you were more likely to run out of food. I can't speak for Chad, and I don't remember why he never implemented the fill all button. I remember everyone liking it.
The longer heal times was probably ignored for too long, and would have required too much time to rebalance resources by the time he got around to implementing it. There are random events were some of your food gets spoiled if you have over 100 rations though. In the future, I will push this issue, maybe in the following ways.
1. Thieves steal food if your scouting check is not passed.
2. You have to avoid a natural disaster.
3. A disease outbreak, and have to take a longer route to your destination.
4. Longer heal times.
5. More spoiled food events.
6. Famines, our a poor harvest in villages, causing them to raise prices.