2 years of development
Thats not really fair.
You can't go around and single out an individual feature (one thats not even a core part of the game) for not being developed enough, unless you think either that specific feature or every single feature in the game should have been expanded upon.
Perhaps, but considering that there are virtually no major mechanics which could reasonably be called 'feature-complete', there is some validity to it.
That said, I do like how you can use wiring to
lock doors, even if it does sort of defeat the point when anything you can use as a trigger is going to be fairly visible, and anyone with wire tools can (as per Terraria) instantly see the setup. That's one of the better aspects of Redstone in comparison to these, I think, is that the 3D player-world interface makes it much easier to deal with wiring sans 'wire-vision' tools that instantly reveal any potential tricks or traps to other players. That said, I do like the Starbound two-click connecting in some respects, though it also makes it more difficult to set up sequenced stuff.
But seriously, the point he made was good. Terraria had at least basic world-affecting wire-work in from very early on, and I think I agree that the distinct lack of player-made/placed traps is another part of the deliberate attempts on the part of CF to (for some ungodly reason) make the game have MMO levels of grind. That's the heart of it: options are good. Limiting player creativity to make it conform to the dev's vision of the game might fly when you're doing an artsy linear story, but sure as hell not when it's suppose to be an open-world sandbox.