I did, actually. I just left the campaign rather than ruining other people's fun when my suspension of disbelief was destroyed.
[Long rant about last years campaign removed. My issues with how resources were handled in that campaign are neither here nor there, and complaining about it now isn't beneficial to anyone.]
Perhaps more telling is the fact that this was never mentioned to the GM team, no such complaints were made (at least in a way we were made aware of), and there were no requests to help with problems about 'suspension of disbelief'.
It's difficult to fix a problem players have if none of the players tell you the problem exists. And conversely, it seems disingenuous for a person to criticize afterwards if they made no effort to adress the issue at the time.
That whole "listening to players when they voice their dissatisfaction", paying attention to feedback and actually doing something about it, is an incredibly important part of running any RPG, and especially something so demanding as a club saga.
Take this year, for instance:
Lots of players said the rules for wait times to buy new things was problematic, and before too long, the GM team implemented a plot line where we could change things so goods arrived quicker.
Or when players asked for the upkeep aspect to have more options, for it to be more interesting, possibly with the chance to pay extra for more effects? As a response, the GM team has now provided exactly that.
So the GM's listen to the players, and try to arrange to fix some of the things people are upset about. They did good work, and this is exactly the sort of thing that so many others fail at.
It shows the skill and thought they put into this game.
…..but now they're criticized because some of it wasn't already implemented from the beginning? What?
I feel it's not exactly the best thing to complain when you get what you asked for, simply because you didn't get it before you asked for it. If for no other reason than that giving people a negative reaction usually means they won't do that thing again, so it just "teaches" the GM's that they shouldn't bother in the first place, if this is the reaction their efforts get.
While the tavern-effects wasn't something I myself was invested in, it's still cool to see that the GM's listened to the players who wanted more of that stuff, and figured out a solution.