I don't see where he said anything about a quest removing a strategic resource.
It was an example of how terrible removing hidden options is. Imagine you've spent a lot of production and tech to get buildings to boost your orbital range and orbital unit production, and then later you find out that there is no petrol in the game. Due to a random factor removing a possibility and your inability to find out, you've wasted a lot of resources on something mostly useless.
The same could happen if, for example, you suddenly don't get the option to protect your trade routes from aliens. Or you've set up things so you can create an awesome internal trade network that's awesome even after the inevitable upcoming nerf, but suddenly the option to gain an extra trade route from Autoplants isn't there. For the more competitive players, not getting the free tech/virtue from the building that gives it. A run getting the right bonuses (the ones most fitting for their current strategy) would inevitably be more successful than a run where all the fitting bonuses are removed at random. When success is more dependent on luck than on skill, that's no fun.
BECAUSE: The game still forces you to research all the Affinity techs (if you want to win an affinity victory) - even if you don't want or need them. Heck, in the late game I just SHIFT click on everything that has the right affinity icon on it, I don't even care what the tech does apart from Affinity XP.
Best examples: Ballistic Lev or Human Idealism. Nobody will EVER get these two techs since they just slow down your victory. They might as well be removed from the game.
I think you're looking at it the wrong way. In Civ V, did you get Archery to build the Temple of Artemis? Did you get Physics for the Notre Dame? Gunpowder for Himeji Castle? Most of the time, no, you don't care about those. You got them for the Archer, for the Trebuchet and for the Musketman. The fact that it also allowed you to build those wonders was a nice extra, and maybe you sometimes play a strategy where you actually go for those techs for the wonders rather than the units.
In the same way, the things the techs allow are the bonus; the main benefit is their amount of affinity experience (which varies per affinity tech, so yes, I've gone for "useless" techs instead of "useful" techs before because they gave a more desirable amount of affinity experience), similar to techs in Civ V which upgrade your units. The experience is the main result of the tech, the rest is the bonus.
And unlike Civ V...you don't actually need to research them. You only need some of the affinity techs for the affinity victory, and there's two affinity-unrelated victory conditions. But you probably want to, because they're the unit upgrade techs.
EDIT: Never mind about the second quote, I thought that those were affinity techs. The problem with those techs is just that they're not good enough; a balance issue. I do research techs that don't fit my affinity tech path often enough, though.