I think the problem is that "if your game is good" isn't a guarantee that "the masses" will buy it. Some of the greatest games ever (well... according to my 'fruity' tastes) have bomba'ed spectacularly)
Like you mention - these policies are old polices - i'd like to think they've been updated but really this sort of policy review should be rolling and happening every few months given the speed the environment moves. If Nintendo are serious about going head to head with Apple and others then they need to be much more nimble in terms of reacting to policy that throws up blockages to getting content up and out on their system
To my mind--and I'm not defending the threshold policy--6k isn't really much of a hurdle to beat, even now, as long as you can build some sort of hype for your product. I mean, let's take MDK2 as an example: in the months (years?) between the initial announcement and the eventual release there was practically zero promotion whatsoever, and it didn't even get a lot of coverage post-release... why not? It's a well-regarded game with an established pedigree, it's head and shoulders above most of the WiiWare pack, and there are games press outlets that will promote anything and interview anyone who shows them some interest; furthermore, both the devs and the publisher must have been aware of the threshold, so you'd think they'd at least want to ensure they made a profit once the game came out. Why didn't this game get any real coverage?
Press isn't everything, of course--MDK2 had to compete with the impending HD version on other platforms, among other things--but generally speaking, it doesn't seem like it'd be that hard to get <10k to buy your game, provided that you could communicate to people that it doesn't suck. (Maybe this article will cause a spike in MDK2's sales... I really hope so.)
Ultimately, though, it's Nintendo's fault for letting WiiWare collapse so spectacularly, and for just shrugging their shoulders and moving on instead of doing anything substantial to change thing.