Yeah, I have read that before. He is right: the game is simpler without them. As a game designer you could easily end up in a situation where stuffs come up: "Oh what about this?" and then an extra rule is added, then another and before you know it, what was intended as a nice simple, streamlined set of rules starts to lose that focus. It's interesting to read different game designers work and see what they deem is important for a game, whether it is a matter of realism or game-play, and the preference for one at the expense of another.

As I said earlier, I always seem to find something that doesn't work for me in every set of rules. For me, the best rules only have one or two situations like that; any more and I lose interest in them.