There's lots to criticize. I think the huge bundled stretch goals definitely look odd, and I get criticism there. Most of that long-stride business has to do with the frantic initial days though. As I said, we were fairly well-prepared, but not exactly for hitting the goal in 6 hours (I mean...jeeesh), and it just kept looking like if we did 250K goals they'd be gone by the time we got em up, haha, so long goals instead, it was probably just one step too far to go up to $3 million with 'em, but I think the 2.75 goal helped off-set that.
It's not like there's a lack of interesting stretch goals still to come either. We've slowed down to a reasonable pace, higher than I expected it to be at this stage in fact ($50K-ish, I expected more 30-40K-ish), so keep that pace in mind and plan forward to the ending spike. I don't like holding "must-have" stuff like classes hostage and it doesn't work that way in Numenera anyway, but there's plenty of things we'd like to do but still need to expand the budget for.
I still think player housing/stronghold just isn't very interesting. But I know a lot of RPG fans love that stuff.
I think it's important to just realize that since most of us have already contributed to the campaign and are considering raising the pledge towards the end of the campaign, it's healthy to look at what is presented and critique stuff if we feel it can be clearer or presented in a better way. Ultimately we're talking about people putting down full price or more for a game which isn't even in development yet, so I think it's good to be a little skeptical and loud.
The campaign has already succeeded, and now everyone just wants to be reassured that it's going to go in the direction they would like, and also that it gets as much funding as possible to make the best game possible. Most of these Kickstarter concepts are one shots. If they're messed up or disappointing, it's going to be really unfortunate. No one wants that!
Anywaaaaaay...
Personally, I don't care for player housing in Torment either. It would just distract from the core concepts of the game, and honestly who gives a shit about housing and shit in a game where you are an immortal on a quest of self discovery? I'm totally hyped for the stronghold stuff in Project Eternity because it fits the scope of the game perfectly, especially with a player created party, and a "grand" sort of adventure in a high fantasy region.
I'll rather see extra resources go into more personalized supporting side-stories with quest chains of their own, like each party member having a meaningful and unique quest chain which develops the character more, reveals more about their past, and then unlocks additional abilities for that party member at the end of the quest, maybe different abilities depending on how you resolved it, or maybe you can even choose to completely abandon/kill that party member during the quest and gain some advantage for yourself instead.
Who knows, maybe something like that is already planned in the core game? *cough*