Actually, this is one of the things that frustrates me to no end about some of FFG's games in general, and Descent (First and Second edition) in specific.
I have often thought that the biggest draw back to these games is (and please note that this is just my OPINION) the PERCEIVED lack of:
1) Play testing - not just the base game, but all interactions between expansions, new classes, new skill cards, new shop items, etc.
Keep in mind that very few companies make games to the same scale as FFG, which are often both heavy in theme and rules. If you look at the big picture, FFG is actually pretty good about handling a lot of eventualities, but you have to pay close attention to the wording of their rules. (Hence why so many questions can be answered on forums by people who do). Unfortunately the scope of their games just leads to not being able to catch everything.
Yeah, they get some things wrong and have situations that do occur that are weird or ambiguous, but I think it's much more about the scope of the games being difficult to catch everything than them not trying.
2) Defining key words - several of my group feel very strongly that FFG would benefit IMMENSELY if they would simply create an appendix to their rules which contained a section of Key Definitions of Terms. For example, in Descent First Edition, there was a debate that existed for about the first three years of the game as to what constituted an "empty" space. Eventually, and official FAQ ruling came down, but this could have been avoided by just defining the term up front.
QFT