Somehow, I feel like reading that article diminished the original critique, however, inefficient raycasts aren't some sort of pathological edge case. Raycasts are the most commonly used spatial queries in a 3d game. Hopefully this discussion will lead towards this issue being resolved. I actually found Sam Pruden's complaint a bit odd since it sounds like he's developing a 2d game. If you're spamming 1000s of raycast…
You're right that raycasts aren't an edge case in terms of usage, but Juan Linietsky's point is that the inefficient path used for this API call is a rare exception to the efficient paths used by the vast majority of the API.