I understand that frustration, believe me. But that doesn't mean everything should always be available to use from the start. While I generally don't like being bombarded with options, there are times when I know exactly what I want, and I want it now. Animal Crossing is a great example. There are items in Animal Crossing that I know I want for my house, but I've still got to play the waiting game and hope the items I need show up in the shop, and either continue waiting day by day or find someone online to trade with. You could argue that having every item available to you from the beginning would be preferred by many people and that the game should be designed to take that into account, but that would break the sense of progression and drastically change the flow of the game (and with Super Mario Maker, this day-by-day expansion of your tools is the only real "flow" of the game, so removing that would eliminate it altogether). I believe Happy Home Designer has a similar model of unlocking items gradually, too, and as a game based around design, that's even more similar to Super Mario Maker. There are design reasons for these limitations. Ultimately, it's not that big of a deal. As gamers, we deal with these kind of limitations in so many other games (unlocking characters in a game like Smash Bros., or obtaining a certain Pokémon in Pokémon games, for example), and we generally understand that and deal with it. I think people are mainly complaining here because it's something new. Once people have the game their hands, though (assuming they don't let such a silly thing keep them from picking up the game), I don't think you'll see this being talked about as much, because the "issue" resolves itself so quickly. It's not like these tools are locked behind some kind of difficult challenge. It's open to any skill level, you just have to wait a very short time, or cheat and have everything open to you in under and hour.