Just a few observations:
"False positives"? We don't make exclusion decisions lightly. False positives are unlikely - borderline cases get sent a "warning" - in fact, warning is probably a bit harsh a term. They get sent a note that we have some concerns about their submission, offering some options to try and make their submissions more robust (request that they take more care, technical support, setting autosaves to every turn, reminder of what the rules are etc). They have a chance to explain themselves.
Exclusions:
We are confident (after a *lot* of testing) that the system we are using is robust. We will still listen to people's explanations, and reconcile their explanations against our evidence.
If you are saying that the warnings (yes, I got one too) are more in the line of friendly advice than a message that "we think you cheated but we can't prove it", that is a useful clarification for the recipients. Given the way exclusions and warnings were discussed in close proximity in the first post and the email text, their more benign nature was not so apparent (at least to me). The more harsh impression of their meaning, and posts suggesting they were pretty common, made me worry about false positive issues. Especially with people posting about two strikes and you are banned. If warnings carry no implication of guilt, then false positive is not an issue for the warnings.
I am also reassured to hear that you have looked at the specificity of the system (assuming that is what you mean by robust) regarding exclusions.
In my descriptions of five types of games submitted, the first two (cheaters, I wish we could find them all) and the last one (clean games that look clean) are straighforward.
The fourth type, players who have not replayed any decision in their game, but somehow look suspicious, I would hope is a theoretical group only, and that someone who has not replayed anything always is identified as a clean game.
It is the replays without any attemp to modify outcomes, usually due to crashes, that seems to be the other difficult area. I am assuming that my warning came from my crash nightmare in GOTM 11, which is well documented in this thread:
http://forums.civfanatics.com/showthread.php?p=4700014#post4700014 But since the warning covers potentially three games, at present I don't know for sure. I don't know what would have been an issue in 10 or 12. In retrospect, as crashes became more regular after 1950, I probably should have stopped play until I had it resolved (perhaps a future specific recommendation, if not rule, for GOTM?).
My reaction of saving at end of each turn manually, and even within turns (so there would be less to replay if there was a crash), may have made it look worse. If so, maybe a rule of no intra-turn saves?
Addendum: There is another way to deal with crashes late in the game on less powerful computers, and that is to save, exit and reboot periodically (maybe every 10 turns). By doing this under the players control, nothing needs be replayed (although the game is reloaded a lot). But might that show up as suspicious behavior? Hard to know whether that is a viable option or not. If crashes are less of an issue in SGOTM, maybe the fact that turnsets are only 20 turns (or 10 later in game) is protective there (proof of principle?).
Mandating save on exit in HOF would eliminate reloads for exiting without saving.
If you don't want to raise some of these to rule, then perhaps at least to the "ignore at your peril" level ...
dV