Speaking entirely for myself, I think it's pretty obvious that some things need to be more closely aligned to the game rules as they're written down (which parallels but != the FTF game). At some point, our site also screwed up auto-disbands, thankfully that's fixed now. Another example is the (extant) bug that a victory can be achieved before a retreat phase. This is clearly a break with the official rules, and would be a serious annoyance if we would ever have the ambition of organising something uber-serious, such as a parallel online WDC (fuck yeah!). So I for one am glad that we're moving closer towards 'official' Diplomacy.
There's philosophical considerations. How close are we willing to go to this official Diplomacy version? Negotiations during builds and retreats are a good example. And conversely, how many distractions from this competitional Diplomacy should we allow. People have earlier suggested the slippery slope of abandoning variants and abandoning gunboat. It's my personal view that we can certainly have distractions, *as long as* the core of the game, and the competitional part of Diplomacy is the main attraction.
Interestingly, the philosophical angle is entirely dwarfed by the practical angle. Our main bottleneck is not lack of vision but lack of programming hours. Because of this, we've been working according to some very agile principles: doing the things that we feel adds the most value *right now*. The work we do isn't logically lined up from A to B to C and onwards. No, some things are bumped up as value increases and bumped down as it decreases. And sometimes, things are bumped up just because some dev feels like it. For a site run entirely on volunteers, and entirely free (I heard that recently playdip is fully pay-to-play, so we might be pretty unique), I think we're still going pretty strong as dev priorities go.