I don't know if I'm quite to the level of industry pro, but I think it's interesting to see how the sausage is made.
Most people don't have quite the level of output that I do, and you'll probably never see something like this for a large multi-person project. There are some really good designers who do great work communicating what they do and why (13th Age stands out to me as a game where the designers even explained their decisions in sidebars during the game), so I hope to both provide information for people who want to make their own games and also "think out loud" in a way I can review later if I'm stuck on something.
RE: Exoworld Update 5: Thinking About Markets, Character Development, Difficulty