See, me and you don't always agree!
It's a good mindset for balance-testing the game- looking for those min/max type things, but design? Nah. You need to be willing to adjust and tweak things, because you are god, and this is your world. If you design a world that people don't want to live in (Hi, initial SF4 prototype w/ collision detection!), that is going to be a problem for your sales.
As a competitor, you've gotta live with the shit sandwich Ingrid left you and do the best you can utilizing stuffing the bullshit you find in it down other people's throats. As a designer, you're trying to make the bullshit taste less bad to the person eating it.
This isn't a POV thing, this is a thought process thing.
To a competitor, the game is static. To a designer, the game is liquid.