Yeah, you kinda got to remember the council is a purely advisory body with no real executive power. It's basically like PW's second brain he can consult when he's unsure of technical feasibility or game balance ramifications and such. If we started randomly inserting flaws (and not in a way that the designer just has to find a solution for them) it'd be hugely overstepping our bounds.
Also, no offense Harry, but have you ever actually designed anything in VR? And not a small mod or so, but a real project to create something wholly new? If not, then it might be hard for you to grasp the effort that can go into it to make sure things at least sounds plausible on paper and try to attain a fair balance. Having random crap cropping up do to no flaw on your own, just bad luck, would be really annoying and unfair (if this kinda thing had been there from the beginning, sure, but putting that in now would mean things just got a whole lot more luck based instead of skill based, and that new players won't have had a 'danger free' designing time).
I didn't obviously state this yet, but yes, actually randomly inserting flaws in designs is not ultimately desirable, and your second paragraph hints at why I was suggesting it in the first place, and that's because I have a much less invested attitude to Tinker, since the few times I've used it I've largely gotten slightly bored, discovered my intended design is impossible to do in an interesting way or something of that nature. As such, I can't really speak for professional attitudes in Tinker, but in considering their viewpoint to a degree, I must say that I see their point on this and generally agree now.
However, now I've jumped over to being a proponent of additive rather than subtractive balancing, where OP technologies should be balanced with additional flaws rather than with decreasing capabilities. Not random flaws, mind you, and I do feel the need to stress this once again. Flaws that may logically follow from unexplained bits, and that may be averted with additional expenses. For instance, taking as an example the clearest case of inmate equipment I know of, allowing the Testament to remain OP in offensive qualities and available for 4 or 5 tokens, but adding other things to the mix like occasionally unusual crystal flight paths in the presence of an atmosphere due to irregularly-shaped crystals and low projectile mass, needing to keep the weapon perfectly steady to prevent multiple crystals forming from the same dab of crystal solution, then being simultaneously fired and detonating in the barrel from contacting one another, occasionally forming electric crystal glitter instead of shards, that sort of thing. And then maybe a set of 2-5 token mods for it addressing the more urgent problems in the design with more elaborate mechanisms and materials. I feel it'd make trying to break the game more fun in principle, at least, and give new techs more of an identity than just nerfing them would. Possibly even allow the same tinker to come up or at least suggest sensible, fun flaws to work with. Would that really be overly problematic?