I'm a little bit late to the thread but still want to post my 2 cents.
I know both perspectives. As someone who has been working in software development I know of large ctulhulike codebases (and even with best intentions, in a small and dynamic fast-developing team the codebase at some point approaches this state) in which it is extremly easy to introduce a bug and extremly difficult to find it. Especially for some highly interwoven systems like in stellaris.
From my own experience, if you are working a week to fix the one bug deleting the database (e.g. deleting the savegame in Stellaris) in 0.1% of all save processes, you tend to weight the bug "I need to refresh the window so I see the correct values" on your internal priority list quite low. It took myself some serious mental acrobatics to place myself in the customer perspective again and to go the extra mile of improving user experience - because that's what the customer sees and criticizes.
Of course, by using correct refactoring of the code base, a replanning of the architecture with every introduced feature, automated calculations of all interwoven systems to test strange outcomes, it would be possible to mitigate those problems. E.g. automatically run 1000 games without user interaction every night and check for certain properties, it would also be possible to discover those problems. However, for a company the size of Paradox Interactive and with current selling statistics as well as current prices, the inclusion of such systems is not realistic. Either they need to sell more or we need to pay more. In the worst case, this results in a downward spiral. Luckily for us, they had an upward spiral over the last decade with all corresponding problems, best seen in this thread (larger, but less error-tolerant fanbase).
In every smaller software company (a few developers, a few full-time-qa shared between different teams, maybe automatic code testing but no automatic qa), you will have the same processes and problems. Especially bugs introduced by late-minute-changes before releases are prone for this. Even in large-scale companies, see
http://thedailywtf.com/series/errord for examples.
Coming from this background, my own tolerance for errors is quite high, especially if I can see that the team has the motivation to fix the problems.
...
That said, it feels like the team has to recheck their properties. My pet peeve for this is the precursor event chain. It is something everyone will have in every playthrough. I've never been able to finish it and I assume I'm not the only one. It is not gamebreaking but it's tiring and also quite bad for my mild OCD to never empty my list of open quests.
In 1.6, I wanted to get boxed in on purpose with my tall, peaceful empire. The goal was to outtech everyone and once the crisis arrives, be the cavalry coming in. For playing tall, voidborne is too late for habitats in my opinion as I sat on my thumbs for some time. I'm ok with this - not very playstyle is supported in every way, but I think that earlier habitats would improve the game. As expansionist, they are still worse than just settling the planet. (Also, please give habitats spaceports).
At least the war-declaration bug explains why the unbidden did nothing for quite some time, I assume.
This, together with a large list of small things reiterated in this and other threads (why can't I have a macro builder for fleets? Why can't I have a macro builder for spaceports in sectors?) brought me back to EU4 until hopefully playing makes more fun. Don't be wrong, I had and still have a lot of fun, but EU4 just makes more fun at the moment.