Of course it's not worth it, she's right.
Besides good pay, what are the perks? Unless you're working on a game from an iconic franchise, its forgotten once the new flavor of the month is released.
Benefits (health insurance, etc.), $$$ bonuses, hella vacation time, working with incredibly smart people who often become your best friends in and out of work, problem solving every day, getting your hands on software tools and/or pipelines you couldn't afford yourself or aren't commercially available, the list goes on. I've been in the industry for 5 years now and I don't see myself quitting soon because all of what I listed is pretty good.
Do I crunch? Yes, sometimes. I actually found I crunched more at the beginning of my career as I wanted to get promotions and opportunities to prove myself. Today, more often than not, it's self-imposed because I want my work to be of a certain quality level and/or I want to learn new stuff. Sometimes that takes a while or you look up and hours have gone by, especially in the instances when you are actually enjoying what you're doing.
I think crunch is a definite problem if you're working sustained stretches of 60+ weeks, but if you're doing that all the time, either your project is completely fucked in its timeline or off-the-rails in terms of scope or, in the case of self-imposed crunch, you -- yourself -- need to know when it's time to step away.
To act like Hennig's experience is the same as anyone at any studio -- across the spectrum from Juniors to Directors -- feels like a diettante's view of things, in my opinion.