And at what point does it stop being "asking the developer questions" and "begging them to run my game for me"?
While I disagreed with the sentiment of a tweet that Fiddleback made several days ago about some GMs being far too dependent on pestering the devs with questions about every little thing, I have to conceed that he did have a point, and that it seems far too many GMs are asking the devs to cover/explain every little rules situation as opposed to being GMs and deciding for themselves how it works at their table. Frankly, I blame the d20 system and especially 3rd edition and it's knock-off/clones like Pathfinder for that state of affairs, given their insistance/reliance upon "exception-based rules" and "everything has a rule and a rule for everything." Rolemaster narrowly averts being nearly as bad simply by actually having charts for everything, many of which could be safely deep-sixed and still have the game be playable. Now I enjoy hearing the reasons why a game designer made the choices they made for a game system or set of rules (even if I might disagree with them), but I'm enough of an adult that I can make my own decision on how to handle fuzzy patches of the rules when they come up at my table without needing to pester the designer for how to resolve it.
But given that a lot of emphasis has been put on this being a narrative system, maybe the answers are going to reliant upon a narrative solution. As Josep noted, in most cases using Move to attack a Silhouette 1 minion = defeated minion, since it's 10 plus successes damage, minimum of 11, enough to take out pretty much every minion type in the game thus far, so things like crit ratings and weapon qualities really don't come into play. If it's against a Rival or Nemesis that's not going to be taken out with that one hit, then be a GM and make a decision for your game how it works.
Sorry, rant over.
In order to properly answer this question, I need to zoom back a bit to explain the general dynamics of most gaming groups I have ever encountered.
Most of us Game Officials (I use that term because every game seems to have a different specific title for the guy behind the screen so I just use Game Official because it can reasonably refer to all of their titles) would love to run games for people who think and game just like we do. Many of us have become better to some degree at running games "for" one or two of the several identifiable "types" of gamer out there. For instance some of us run games more easily and successfully for simulationists while others do so better for collaborators (a relatively new type of gamer whose emerged or been remade from the trend to co-operative gaming that seems to have become much more prevalent in the last decade or so - and please forgive me being overly expository, I just really want to make sure we're all talking about the same things when we use certain words) and so on.
But most of us simply don't have the luxury of gathering together game groups composed wholly of our ideal gamer "type". Many of us live in places where there just aren't that many players to choose from due to population or interest in a specific system or other time concerns, or for whom gaming has become political in that it's become enmeshed with our friendships and relationships in such a way that to simply say "I love having a beer with you but you make me nuts at the gaming table" is simply not possible for any number of reasons that are frankly outside of our right to reprove or reproach. Indeed for most of us, we must make do with the players we can find (indeed often players must make do with the Game Officials they can find, it's certainly a two way street). This means that at any gaming table it's not uncommon to have, say, two math-numbers-love-to-see-the-system-go-clickey-clickey, an immersionist, a simulationist a rules lawyer and someone who really isn't a gamer but is there so they don't have to sit alone and watch cable TV on a Saturday night (or their S.O. is there...). Then you toss in the various quirks and character/behavior stuff that people are prone to at all ages and you can have a pretty potent mixture that can - very quickly - turn on an Official. And when that happens, suddenly it's three to seven (depending on player group size or size of actual honked off party) against one. Now, that's overstating things a little, nobody throws punches at gaming tables (well, not in the civilized world) and usually by the time you hit 30 you're a lot less likely to have screaming matches at gaming tables, but arguments can happen, can become bitter and can end up undermining a lot of things.
Lots of you have different ways to avoid this. Some of you communicate beforehand, some work really hard to either select players who won't become problematic in the first place and you don't know how blessed you are to have that luxury. Still others present an authoritarian face, which becomes a lot harder to do when you realize that you're upsetting your friends and all you want to do is just run an 'effing game. In the end, the easy flippances and throw-away line solutions tend to be successful to varying degrees, but I have found one thing that works more often than it doesn't...
You externalize a portion of the ultimate authority Game Officials are often said to have at your table to the ruleset. Or in other words, you're not God. You're the Prophet - or, in the words of the Comedy Troupe the Vestibules "It's not me eh sir?" People won't argue with a book they respect even a little the same way they'll argue with a person who claims authority. Being able to say "Yeah, hey, I know, the rules suck but I didn't write them." often stops arguments dead in their tracks OR more importantly those arguments are tabled for later. Clear and concise rules stop arguments far more than Game Official Fiat does because they are perceived as less open to challenge - not closed completely, just LESS open to challenge.
Now, that of course does lead to problems when dealing with crunch-light systems because when there isn't a rule for what you want, you can't externalize your authority to it. So what do we do? We go looking for a rule. I personally come here to see what you all think because I know that the Devs just don't have the time to answer every question and sometimes I need an answer pretty quick. But I personally thing asking the Devs directly is the better option.
Assuming they answer in a way that's helpful. If they give an answer that says "handwave it" you're no better off than when you started, which can lead to some serious frustration.
Which leads to another point.
The only thing the Devs brought to this game was mechanics. Any game written about a long established fandom - Star Wars, Star Trek, Dune, Discworld, Wheel of Time, Lord of the Rings, what have you - is a game where thinking up brand new ideas for the fluff is not only not that taxing, it's often rigorously constrained by the licensing involved. I am not saying that it's p'shaw nuthin' to assign proper stats to an X-Wing or lightsaber or Gundark. I am saying it's less work than having to dream these things up in the first place AND THEN stat them out.
So, when I see something that could use a rule - a proper rule - being handwaved and the people asking for said rule being told to just "rock'n'roll" my response is "Dude, this is your job, and unlike a lot of Game Devs out there you only really have ONE job"
And I think the somewhat castigating tone taken by Donovan Morningfire - at BEST - lets them off the hook and at worst makes Game Officials feel bad. It is NOT a symptom of some sort of failing with the Game Official. and Donovan I hate to break it to you but in an RPG it IS "everything has a rule, and a rule for everything" whether it's the Game Officials making up the rules or the Developers. Some Game Officials have inherited a lucky set of circumstances that allow them to be the ones who make up the rules themselves. Others do not.
So, maybe a little less with the scolding and a little more with the demanding that the people who wrote the game actually FINISH writing it, instead of asking us to do it for them.