those are great points. i'm not sure we would disagree with that, either. if the author's heart is to make puzzles, stories, etc. they should remain true to what they're doing, and in turn, the reader/player will see the authenticity in it. Gotta agree that you can't try to please everyone in this format, too, because you do have readers and players, two very different groups.
but just like editing is needed for author's, and QA for game programmers, in the same way, there is a new sort of tempering that's necessary for text adventures, I think. I want certain rooms to feel heavier. Certain puzzles to be harder. But if everything is so descriptive, or if every single puzzle is so "exact" in how you solve it, I'm afraid the reader/player will go "hell with this."
I.E. For example, if I've set up an ominous hallway as the setting, but its made up of 4-5 rooms just to walk down the thing, and each paragraph is immensely long and descriptive (as opposed to a couple) than I think maybe the "story" part starts to lack rhythm,
just like IF I WERE TO SUDDENLY TYPE IN ALL CAPS, THE READER'S INTEREST WILL MORE EASILY SKIP TO THE NEXT PARAGRAPH, NOT WANTING TO DICIPHER WHAT I'M SAYING, BECAUSE THEY'RE LACKS A GOOD ABILITY TO FIND THE RHYTHM, AND A SENSE OF ACCENTING CERTAIN POINTS, BECAUSE EVERYTHING IS SO INTENSE, DESCRIPTIVE, AND COMPLICATED. OF COURSE, THERE ARE SOME THAT WILL GRAVITATE TO THIS HEAVINESS, BUT THEY ARE AN EXCEPTION TO THE RULE, I BELIEVE.
the same goes with mastering music. There is a point when the music is loud, sure, but it is so flat, it becomes uninteresting.