It is the reason why those rules were "expanded" that matters. They changed the game, not because it was an unexplored territory, but because of the NPE combos that come with power creep. Don't get me wrong, it was an excellent solution... but one they would not have needed with rotation, nor with better game design, or more robust playtesting... if you want to go that route.
I couldn't care less about rotation from a personal place. I've been playing since I&F and have more cards than I know what to do with. As a matter of fact I just gave away about a thousand cards to two friends who wanted to learn how to play. They are now the happy owners of my Draft Cube. I still have enough cards to create two more without ever breaking into the new art design.
Obviously I'm not defending rotation because of a lack of cards, nor am I defending it because I prefer a limited environment. I'm simply pointing out that pretty much every game in production uses it for reasons which you don't want to acknowledge. Your come back was a game not actively in print with no company support worth mentioning... so I'll see your question about "how many players quit because of rotation" with probably far fewer than have missed out on SWCCG/TCG entirely because it isn't being produced. Is that because the game became too unweildly to develop for or because it as not attracting enough new players to be profitable?
Anyway, back on topic, as long as the Core Set is being produced and they are willing to update it, the should be no need for rotation. It is a simple and elegant way for new players to gain access to all cards deemed as staples for the game and its various mechanics, and older players will not be forced to buy their 20th copy of a Stormland Fiefdom.