Well... I just can't help myself. Sometimes the pot is too tempting to not stir.
But anyway, replaying Wasteland 2 has put me on a system design kick and I really thought about the "Why" behind my behaviors. There's the immediate reasons which suggestion 1 fixes, but then there's the harder deeper reasons that suggestion 2 begins to address.
Suggestion 1 is fairly easy to implement will kill the immediate motivators, but doesn't address the greater picture. It's similar to removing the detonators from a bomb. It'll take care of the immediate threat, but doesn't address the reason the bomb was placed to begin with. That's a much larger issue. Frankly, for me, most of the time with the later parts of Wasteland 2... I really felt the game was trying to actively screw me over like angry grognard DM would. That type of stuff will put you on the vengeful defensive. Couple that with a huge collection of core system flaws and design issues... You are quickly in a "FU Game" mode.
It's a bit harder to address, but it'd pay dividends. Unfortunately, it'll require some major revisions to the methodology and core of the game to properly implement that will get the initial ire of the dire-hard fans. And development team wise, it'll require everyone sitting down to create a Design Lawbook that must be adhered. It's possible, but that depends on the time frames and design goals.
But you know... Their show at the end of the day.