The fact is those companies were not nearly as strong as they are RIGHT NOW. They are only strong because video games became popular. Blizzard was coming off a strong net gain of 11+ million a month WOW subscribers, they had zero need to partner with anyone over the design choices of Diablo 3. Blizzard is the Zenith of how rich a video game company can become. 10M x 15$ x 12 MO = 1,800,000,000. With all that cash income they couldn't seem to put I don't know maybe more then 10 unique items of real value in Diablo 3 of unique value? Or umm balance stuff? Or Come out with Pvp, live everyone else in the 21st century gaming community? Or Even have time to finish through a single play through of Inferno difficulty as they admittedly didn't, maybe find out statistics of drop variables and compare them with the original Diablo drop formulas? Or Design some kin... oh screw it I could write a novel about the amount they messed up.
The fact is, when their fans were screaming at the top of their lungs that they were doing it wrong, they chose to ignore them. Instead they chose to go with their gut instincts with everything, and ignore previous design structure.
Cash =/= good game design.
Also many of these games were highly acclaimed during a period in which the only available feedback was units sold.
In any case, your points on Diablo may be relevant but your comparison to my points aren't.
Stop digging a deeper hole for yourself and move on.