Are you the authority on what is constructive? He has a point the royal court or any other dlc wasnt received well beside the recent one. You might not agree with that, but if you have 3 years and out of that you come up with one good decent dlc then maybe that why you have journalist criticizing BG3. We should push the devs to create better dlc and flavor packs as they are not doing them for free. Harsher criticism when done fair makes for a better product. After a long time of waiting we got the royal mess dlc and people where not happy pdx knew if they butchered this dlc it wouldn't have cut it with the playerbase and so they delivered a way better dlc compared to the last one.
There's a difference between solution-proposing, criticizing, complaining, and whining.
For example, "It's been three years and we still don't have nomad government!" is a whine. There's no idea what the better game will look like other than having something called "nomad government." Based on CK2, that might not even be the best solution!
Think about what you want to see from nomad government. Do you want OP permanent men-at-arms that remove lots of basic mechanics to prevent conquest from non-nomads? I don't. That sucked. Also, given new mechanics in CK3, we might not need a whole separate government type anymore to properly model what we do want to see.
For example, the changes to the Horse Lords tradition and the Reaver trait allow for a more historical long-range raiding that the Magyars did across Europe, and that's a good thing. Now steppe raiders can actually steppe raid without losing their troops after traveling 100 km. One thing that would be good to model is migration. You used to have tribes crossing the map from one area to another all the time, but you can't model it well as of yet.
How would we do this? We've got the Varangian Adventure. If we implement something similar for Turks or Mongols, as an Innovation for cultures in the Steppe region in the Tribal Era, that would work. A count or duke level warlord can declare a migration to a new land. If the new land is depopulated enough (say, if it's Tribal or Development is less than 5, or "empty") then the culture (and religion?) is switched to the warlord's culture. This is kind of like what happens with the Magyar migration into Pannonia. The main question is, what happens to the culture of the old, abandoned land? In the Magyar case, it's hard coded to turn Pecheneg. But we couldn't do something like that.
So maybe the land is declared "empty", and neighbors can march their troops in, occupy it, and it will automatically switch to the culture of whoever occupies the county. Or maybe a local ruler of the old culture is generated, but the county now has a "depopulated" flag or modifier, meaning that if you conquer it, the culture immediately flips to yours and the flag disappears. You could start seeing mad scrambles between nomads for land throughout the steppe, a regular churning and chaos just primed for a powerful warlord to take over and become the new khan.
Now, is this a good solution? Maybe, maybe not. But now there's a proposal that can be debated and modified that can become a structure that the devs can evaluate on their own. Modders can decide if they're up to this challenge, or recommend what they've already produced. Players can talk about what they're looking for in nomadic gameplay.
You don't have to shut up, but you do have to step up.