I don't think Gygax billed any version of D&D as complete (i.e. covering ever eventuality of a whole-world simulation). That's impossible.
See
Trent's post again. Even if he did, that was a salesman's hyperbole.
Also, I don't think EOTB's post in any way speaks to that point. He is
not talking (above) about any outside-the-rules kludges.
What's more, an "incomplete" system with a stipulation for a human referee to cover non-routine situations is total different than "broken" --- which is the point I feel you are reaching for: i.e.
"all the rule sets are broken, so you have to make up your own mechanics to fix them which makes all of them equally good."
The point I was originally trying to make with this thread was that 1e---despite the claims of it's detractors---holds together surprising well given the massive impossibility of what it is trying to cover. There is a system and internal logic that covers many situations in a holistic, balanced way. It was in many ways a "fix" for the pitfalls of OD&D based on massive play testing (and most importantly to me,
without an eye for dumb-ing it down for mass curb appeal).
Again, with respect to Trent's "rulings in spirit of the game" vs. "encyclopedic knowledge of the rules":
First, an honest attempt to understand what's already there, the "why" as well as the "how" must be undertaken---after you get the groove, then you will be more comfortable "winging it" during actual play while keeping inside the spiritual framework.
Even without it being 100% perfect, you can still marvel at the craftsmanship. No painting is perfect...but some are still great. 1e
is great and
totally usable. It
adds/improves on OD&D in a nice way---if you have the stomach for more complexity. IMO its the ultimate edition, but also probably the most difficult to learn---ergo not suitable for mass con$umption. Math is difficult too---and yet some people learn put in the effort to learn it because of what it allows them to do. I believe Second Edition (and especially B/X) was largely an attempt to make it "better = easier = more marketable", not "better = more awesome fun when used by an adept". Elitist as all get-out by design: 1e's a nerd-game for creative, obsessive, brainy nerds.
And "yes" it requires a lot of the DM (and players). But to learn it---really play the hell out of it---is a challege with a huge pay off, because it's intended to be deep and long-term. Not for the casual-player or faint-hearted.
Everything since, including pre-fab story games (Ravenloft and beyond), have also looked to remove the need for a skilled DM (and players, too) to make D&D shine. Not my cup of tea.
(admittedly, I think 4e was designed to be quite different and attract the video-game crowd with crunchy fights---but that's a whole other thing of which I am largely ignorant and not really searching for)