ID@Xbox required you to release for different platforms? As in, for PC or non MS platforms?Lewie's a cynical guy but never really comes at these things from a place of malice at all, peoples responses to him are a bit weird really.
as far as my opinion changing I'd say the good and bad is much the same, the ID@XBox program is still leagues better than whatever non system they had before it existed, and the folks involved are pretty incredible (Chris Charla is as legitimate a person as you will ever find and I mean that in the best way possible). It still has its own set of requirements as you might expect from a platform.
I'm glad the devs quoted in the OP are having a great time working with them, I've never been opposed to the program or the platform, there were just particular limitations that meant we committed to other platforms and then those platforms ended up being very complicated/time consuming for too many reasons to get in to.
We did enroll in the ID@XBox program a long time ago (Though well into Cactus dev as it didn't exist at the start) and I'm not too sure what is/isn't NDA'd so I'll leave it at that.
There are easily a thousand reasons why you might not see even a fraction of those games release on XBox One, and none of them are "Chris Charla lied".
Sorry, but if you're releasing a indie title in 2017 and you don't architect it in a way that makes it easily scalable to all input methods and screen sizes, then you're setting yourself up for failure.