-"I found this thing that you can do (or are incentivized to do, because it's good at solving the problem) and it feels bad" is useful feedback. A good designer should be trying to avoid situations that make their players feel bad.
-Telling people that their feelings are invalid because they can choose to not do that thing isn't helpful.
If I find a tactic like this that works, but feels like cheating, it makes me think less of the game. It isn't fun to be torn between progressing the story and feeling like you are exploiting an oversight in the rules. [...] That's not fun. It's easy to say "just don't use that exploit," but I want to feel like I'm struggling to solve the problem, not holding back because an obvious answer feels like cheating.
This is an exploit that (nearly) every character can take advantage of. Some of the most powerful things in the game have nothing to do with the choices you've made about your character. Class features are severely diminished in the face of a toolbox of exploits that anyone can use. [...] Time and again it seems like my character is overshadowed by [...] how good I am at flogging the same loopholes in the rules over and over again. It feels really bad and makes me not want to play the game. I really don't care about how pretty the graphics are or how many voiceover options I can choose from if the gameplay feels bad.
Very strongly seconded to all of your post, Sqrl (good to see you again, by the way!), but in particular these parts. Thank you for neatly conveying the feelings that many folk here have attempted to communicate.