I've become confused about what the goal of the redesign of the log system is.
I can't speak for Vic, but here's how I'm seeing it:
Prior to the pull system being implemented, the difference between beginner players and advanced players was massive. As in, if you didn't fully understand how the logistics system worked, how to manipulate it, how to diagnose it and how to fix its problems, it was very easy to end up in a situation where your troops are starving despite having enough theoretical logistical capacity to tend to all their needs. Conversely, if you WERE an advanced player, you could make enormous cumulative gains in efficiency at the cost of a great deal of tedium. Not really an ideal situation for everyone - it's nice for differences in skill and knowledge to make a difference in results, but not so much of a difference that those without skill have trouble functioning on a basic level, while exploiting that difference to its fullest potential required a lot of tedious clickwork. Let's not think the former issue is a minor one, either - by far the most common topic in the forums is some variation of "What the heck is wrong with my logistics?"
In theory, once the kinks are ironed out, the pull system will allow beginner players to be able to function at a basic level as long as they have enough logistical capacity in the system, while still allowing advanced players some room for extra tricks up their sleeve if they get into the guts of the system, bringing the game closer to the "easy to learn, hard to master" ideal. If you're playing at the "high-level" view you are and noticing that the game is easier to play and understand without being much different, that's great! That shows that the pull system is doing its part for those who aren't looking under the hood much, which most likely will be the majority. The issue now is making sure that things are cleaned up enough under the hood so that advanced players can get their enjoyment out of tinkering without undue tedium as well, and that whatever problems are going on aren't causing bugs that break logistics for those who don't look under the hood - it's one thing for your troops to starve because you didn't place a series of roadblocks channeling logistics where they should go, it's another thing for your troops to starve because of a bug when by all rights they really shouldn't be starving.
It's worth remembering, by the way, that the original logistical system didn't descend from the heavens carved upon tablets of stone. It was worked on and developed for months, and what we saw at launch was the result of a great deal of designing, coding, playtesting, and debugging. Conversely, we're seeing the pull system in the raw, bloody stages of infancy and growth. This is how the sausage gets made, and some degree of messiness is to be expected. This is after all a beta, and as Vic noted above anyone participating is essentially being a guinea pig for his design experiments towards a better end result, and if people are pointing out problems it's to help refine things towards a good full patch release.
And this phrase is scary to me. I hardly ever belong to the majority. Let me have this one game that caters to my preferences please. I don't want to see something epic blemished by changes for some majority that doesn't care about my wishes.
I have to admit, "I am a vocal minority and I know it, please design the game specifically for me because there are so few games that do" is not an argument I've seen before. Usually people try to claim they represent the silent majority instead. I can respect the honesty at least.