Again, the trigger warning itself isn't the issue, it's the fact that it's becoming a requirement in order to satiate those who feel wrong is being done.
Can you explain what you mean by "satiate?" It's a really odd turn of phrase to use here.
People request content warnings because they want to know what something contains before they consume it. That seems to me like a broadly-reasonable request (and it's important in a free market in particular in that it helps people "vote with their pocketbooks", so to speak, although that isn't the core reason people ask for it.)
Obviously the people who are asking for those warnings, well...
want them. So saying that the warnings are being added to "satiate" them seems really odd to me. Like... people request warnings, they get warnings in response to that request, how is this a bad thing?
Same with female protagonists, right? Or minorities or whatever? People request female protagonists, or black protagonists, or whatever, and they (hopefully) get some games answering that need. Some of those games will be good attempts to meet that demand, and some will be badly hacked-together things that don't understand what was really being requested, but overall, the idea of the market being responsive to customer demands is a good thing, right? At least when it leads to more variety in terms of what's available.
The weirdest thing of this whole debate is how some people treat "the market is responding to customer demands" as some kind of sinister thing. Like, what? Do you only consume games made by isolated monks on mountaintops who never read reviews or communicate with the outside world so their artistic vision can remain forever untainted?
It's not like
everyone is going to listen and suddenly drop their successful existing formulas to make whatever people are demanding; but if there's enough voices indicating that a market for more eg. female-led games or whatever exists, hopefully a few more developers will be willing to try delving into that market. That's how the industry works. No game just
happens in a sterile void of Pure Art; it's always part of a complicated interplay between the competing visions of the people on the team and whatever the market demands (or can support) at the moment.
(I got a bit off-track there; the latter few paragraphs aren't addressed to you specifically.)