After reading your argument that things have changed, I’m only convinced that they’ve stayed mostly the same (except where things have gotten better). Ever played Curse of the Emblem, Decay of the Fangs, or Corrupt Theocracy? I’m confident that the creators of these three projects would have no issue with me calling them unpolished or just downright bad, even though they’re all from the “old era” where you had to learn everything yourself and the game was like a minefield and would crash if you so much as looked at it the wrong way, with no indication of what you did wrong.
Curse of the Emblem had an interesting idea with locking the player at 0 luck and forcing them to plan around generic enemies getting crits, but the story (all two chapters) and gameplay didn’t do anything compelling with it. Decay of the Fangs was a story taking place directly after FE7 about a ragtag group trying to keep the Black Fang alive. There could have been compelling themes about learning to leave the past behind, what was really important about the Fang was their mission of protecting people and not the name, etc, but the game didn’t go in this direction. It was straight-up fan fiction, with the main character getting a weird designated love interest, you fight Hector a few chapters in, and “oh yeah, this is Alan, the archsage. He looks like Athos, but he’s yellow. He’s super powerful but never appeared in FE7 because reasons”. (What I presume was going to be) The main conflict between the Black Fang and the White Fang (yeah) was entirely based on misunderstanding rather than something that might be interesting, like ideological differences. As for Corrupt Theocracy… I would hope that that needs no introduction because I don’t even know where to start with that one.
All three of these projects had some sort of inspiration behind them. You can see at least the tiniest nugget of potential in each one. However, having to learn to manually type out the events did not suddenly give the creators game design or writing chops. I actually remember that DotF got a very hostile public reaction back in the day solely because of the bad portraits, before they slowly started improving and people began to actually play the game and find it wasn’t all that great after all.
This brings me to what I think has changed, and for the better: the culture around resources. Sprites, music, programming, just everything. I remember when people who could make full custom sprites were viewed as artistic gods, people who could do assembly were wizards, and Agro was literally the only person who could make custom music (and zahlman, but he didn’t have as much of a presence to someone looking from the outside in). To someone new to the community, it was unthinkable to even approach these people (well, Agro and zahl are chill, but that’s not my point). You did not want to get on their bad side or else you could just forget about having any great-looking sprites or custom game mechanics in your game. If you brought a video of a game using the skill system back in time a decade and showed it to, I dunno, Hextator, he would’ve said “no, this is a doctored video. It is impossible for GBA FE to ever do this”. Contrast this to the incredible open source/free-to-use culture, and environment that encourages people to learn to do things themselves instead of hoping for someone else to make their “impossible” hack for them, we have today.
I originally learned to do everything with the FEditor/EA/Nightmare method myself because I was afraid to ask for help. I had a mindset that people wouldn’t take me seriously or give my games a chance if they already knew I was a confirmed oshiete-kun. I vaguely remember seeing a post saying “if you can’t figure out your problems and don’t have fun doing so, have you considered that hacking video games might not be the hobby for you?”. I only learned to do events after the Eventiel was created and I had a drag-and-drop sort of environment to play around with. And you know what? My first several projects were bad. A dumb FE7 reskin with OCs and crossover characters, and then seven or so chapters of all the same dumb story and gameplay habits that I encourage against these days. The high barrier to entry, technical and social, didn’t stop me from making bad things.
When build files became a thing, I had no problem asking for help because I had seen the culture around it change before my eyes. I realised how powerful it was as a new method of doing things and wanted to learn it so I could get away from FEditor. I actually still made my Ragefest 5 entry using FEditor/etc back in the day because it was what I was used to and I could just crank it out quickly, but after I was done with it, I decided that would be the last time I ever used FEditor. In the Esperanto community there’s a phrase, „eterna komencanto” or “eternal beginner”, referring to people who start learning the language but never actually speak it with anyone so they get stuck at a beginner level. If I had never been willing to ask for help, I would’ve ended up an eternal beginner to FE modding, using a Frankensteinian method of things mostly being in build files but still using a hex editor, GBAGE, Sappy, etc to make a bunch of changes to the base rom because I didn’t understand EA logic enough to convert it all to buildfile form. I don’t even use FEBuilder as a game creation tool. I just use it for reference and it’s incredibly useful, and I’m glad to have access to it.
Additionally, the scenario you describe with a completed project coming out of nowhere has happened before with Requiem. Sacred Blaze made that with the FEditor/Nightmare/EA combo, dropped the complete patch on the unsuspecting public, and asked for help cleaning up the portraits afterward. I’ve already spoken at length before about how I wonder if it would have ended up in a better state (less gigantic maps and fewer enemies would’ve gone a long way) if its development had been more typical, but the creator himself told me that would have been unlikely because all he wanted out of the gameplay was “more FE7”.