People have in fact talked about these things. Including the science being great, the psychology being preposterous yet entertaining, and the disco being disco.
For the same reason the APM are limited: to ensure that what we are doing is really focusing on advancing strategy rather than brute mechanical skill. If I played against an AI using nothing but the rendered frames and sound of a game as input, I might not even make the stipulation on reflexes. I'd be humbled if I lost.
As it stands now, most of the games I like have bad AI. Sure, it can be fun to play a hack and slash against lots of little, dumb minions, but FPS, RTS AI these days still don't cut it as savvy opponents. Often they have inhuman perception, direct knowledge of game state, or higher starting resources, but they make abysmal decisions.
Yes, I realize these are unlikely, expensive goals and incremental progress is how things are done. I just want to know if it's possible or desirable to emulate actual human reaction time.
Do you disagree this would in principle help separate strategy from godlike reflexes?
I work as lead dev on a 5 year old web app I took over from a previous dev and his team of subcontractors about a year ago. It's very helpful to see into the past when there's no way to just ask the previous dev.
You can do both. Squash your working branch to a single commit, then rebase. That way you still get a clean view of just the changes introduced in the branch, and don't have to resolve merge conflicts every step of the rebase.