It sort of feels like the main thing you're saying is only middle-of-the-road devs are both willing and able to work on a game.
Then you should read again what I wrote, because it's not at all what I said.
Can we at least agree that a dev with money and an efficient workflow is more likely to release regular updates than a dev with money and a crazy ad-hoc workflow? And a broke dev with a good workflow can probably make more game during his limited free time than a broke dev with a crazy ad-hoc workflow?
Yes, we can agree to the obvious, but what's the interest of this agreement exactly ? To prove that an efficient workflow is an improvement ? We know it since Henry Ford invented assembly chains, in the early 1900's.
What is important isn't the efficiency of a method, but it's applicability and interest.
And it happen that broke devs can't apply it, because you know, when you have a job and a family, you don't have a regular schedule of free time. One day you came back to works and have all the time you want, and the next day, without warning, your wife/husband had a fucking crazy day, and you end bathing the youngest, while helping the oldest with his school works and making the diner.
As for the devs with big money, they have no interest in its application. They'll not add constraints in their life just to make even more big money.
In theory, yeah, anyone could boot up Daz Studio and Ren'Py and just keep adding sentences and pictures until they have a finished game. [...] You don't already know Python? [...] You want a stats system or an interactive touch-based mini-game? [...] Your graphics card is an ATI?
And what about the most important point, the one that effectively decide if you'll make more than 1,000/month or less than US$ 100/month, the creation capability ?
In all but the most trivial cases, Game Dev's more like building a house. You can't build the roof first and then fill in the foundation later. But a lot of people don't necessarily realize that before they start. That's what devops is supposed to try and solve. It imposes structure on devs who have none.
Which fall back to what I asked right above. You're missing and important point, well in fact two important points, in your thinking process.
Firstly, making a game isn't a building process, but a creation process. Devs aren't the code monkey who do what is asked to them, but the writer, artist and, at the end, code monkey. Even when they have the full script of their game already wrote, they'll have to change a lot of things mid-process, because it don't look as natural in real, that it looked in their head. They'll also stay stuck to something more than expected, because this part of the dialog is missing a little something, or because it's this CG that are missing something. And, yes it's an important point, yes it's something that can take a whole week to be solved, and also yes, it's something that can't be planned.
Secondly, well, even if you have the chance to do it as you full time job, it's a passion before being a job, and it need to stay like this. It's because of the passion put by a dev in his story, that a game succeed even while being an average one on some points. It's because of the passion put by a dev in his story, that an average game can improve with time.
So, yes, making a game is like building a house... while being both the architect and the mason, and having the possibility to break what you just built because finally it will surely looks better if it's made "like that".
While I still totally agree that having a strong structure and planning your game would do good to many devs, thinking that making a game is just a rational thing would also be the worst thing that could happen to the scene.
Creation need freedom. A contained freedom, but sill a freedom wide enough to let place to the imagination. It's not because a dev will not progress on his game during a whole week, that he effectively do nothing. He let the story grow in his head. He's working on the next scene, and it's because of this week not writing, that the scene will be remembered, that the game will be enjoyable.
Now, perhaps that I'm part of the minority, but I prefer, from far, waiting three months for few hours of enjoyment, than having a regular dose of, "well, it wasn't too bad".