Honestly, if you think this is bad, try other game developers, most don’t even have forum accounts in their own forums, much less post anything. Besides, if the devs spent all their time answering your questions instead of working on the game, it wouldn’t turn out that great because some features would be lacking due to lost development time and the features that do work that they spent all that time explaining to you will be a bit of a let down since you already know all about them before you even pick the game up.
Besides, it’s in the Developer’s Code of Conduct: Rule #1 All answers about upcoming game features must be vague and unspecific. It’s not their fault, they simply have to live by certain principles 
Back on topic though: I do like the idea of dynamic campaigns, being that you can have an almost infinite tree of consequences for winning or loosing a round which, if you take the time to develop a fairly large number of maps (this is a good thing guys, not a bad thing. Small file size at the cost of gameplay is stupid, not cool) greatly enhancing replayability as you may have guys on your team who are used to playing through a certain route and may be useful on one map and mere dead weight on another, making players have to adapt more quickly to their circumstances.
On that note, would the devs be able to shed some more light on just how the campaigns will progress? I’m familiar with how the old ET system worked and it was pretty good at first, but tended to get old after awhile. QW has the potential to make this model much more viable and I hope you guys do well with it!