Wasn't that just your side of the argument?
Yeah, I had a pretty different take on this, but I'm busy and don't feel like typing it up at the moment. For the record I think CML also missed or misrepresented the utility land discussion. It's not nearly as circular as you represented it.
Basically:
1) The fixing is good in my main cube, but sometimes people want more
2) If you drafted all that you needed, you get rewarded by powerful spell lands in the Utility Draft. If you didn't there's a fun tension, because fixing is in limited supply.
3) If you increase the supply of fixing in the funsies draft you eliminate that tension because the player can get their powerful spell land of choice AND fixing.
3b) I don't care what the players want and any appeal to that is pretty awful. Of course they want more fixing. They want more removal spells in regular limited, but are forced to play (fun!) combat tricks instead. They want more bombs. They want power-maxed cards. It's all irrelevant. Give them good decision dynamics.
This fetch/shock thing is a total non-issue, and appealing to "duals without fetches" is both irrelevant and ridiculous because it never happens. I think this has been overly pedantic and that we should dial it back.