you do realize the actual change there was simply modifying min spaces between cities from 2 to 3? most of the changes in the 215 patch were just so, minor xml modifications any modder could do in a minute. they no longer have the full team of programmers they had during initial development.
dave seems convinced they didn't make any changes to RA blocking, so your prerequisite (ie they made a change) to your assumption isn't valid.
anyway, my main point was any assumptions of developer intent can't be proven. you'll need to get a statement out of the developers or greg2k or such. to me it seems highly unlikely RA guiding was intended; as to the more significant question of whether it will be nerfed or not, i have no clue. that it has been in for so long without being fixed is possibly an indication it won't change, overcoming inertia is always difficult.
Dave said they made a rounding change there - seems that implies some manipulation of the mechanic.
RA blocking cost is still 25%, they only added a +3 beaker rounding error.
If anything, that hurts your position rather than helping it because it 1) implies the devs saw this code and 2) they actually changed it less than you believed.
Your guesses about developer intent carry the same validity as the person you quote: none. You don't have insider information on their intent either. Do you think they're not aware of players using RA tech blocking? I know firaxis has proven ignorant in some aspects of game design over the years, but are you going to come out and say they're THAT out of touch with their own game? Even if that were the case, what then would be the point of an exploit argument?
And since you yourself say that developer intent can't be proven, how can you possibly come up with basis that ANYTHING that doesn't explicitly break game rules is an exploit...especially in competitive settings?! You can't, and neither can people designing rules for competitive play...............................nevermind the disaster that resulted in attempting to do so.
by that logic, multiple oxfords are intended.
We have clear evidence that oxford is a national wonder, and clear UI instruction that you get one of those per civ. Your logical path here isn't comparable at all.
There is indeed basis for believing that RA tech guiding was intended given the mechanic has been slightly altered and that the programmers set a hard 25% limit (as opposed to your oxford example where one must rely on a bug to bypass instructions, RA guiding is something readily done). Personally, I find this to be a catch 22 firaxian design flaw; either you're making players rely EXTENSIVELY on luck with truly random outcomes for the single strongest research aspect in the game (hey firaxis! Luck =/= great strategy! Advertise turn-based luck if that's your goal.), or you're forcing them into an obscure, micro intensive practice that is neither intuitive nor particularly engaging from a strategic point of view. Whichever option firaxis chooses out of that, they lose, it was an AWFUL decision.
When did standard and competitive civ become about making up pretend rules? Civ V is what it is...if you must make up variant rules to enjoy it, so be it, but keep it out of publicly defined tactic restrictions. It is a major blow to civ V's community that these exploit inconsistencies have polluted HoF, and a sad thing for me who once participated heavily there...and now we're bringing this to S&T? No way. If S&T for civ V ever gets to the point where it releases regular game series like civ IV's version, it would be a disaster if the hosts insist on pretend rules on the basis of threads like this.