As I understand, these modules were already a massive commitment of time and effort on Springheel's part, and ended up burning him out real bad - so much so that he has effectively stepped back from directing the mod's progress in the way he had done since the beginning. It may not be apparent, but many of us have struggled with burnout issues over time. It is why you can't play The Crucible of Omens campaign, it is why Shadowhide's excellent city map remains unfinished, it is why Skacky has a whole mission lying abandoned (although it is rather different from his usual style), and it is why Jdude, one of the most talented TDM mappers, has one released mission out of several half-finished projects (St. Lucia, which should give you an idea on how the rest is like).
I am not writing this to claim anyone's work should be above criticism (in fact, we need good constructive criticism). Rather, I am drawing attention to the practical considerations of developing a total conversion project and the missions for it. It is better to have eight completed, tested and released missions of average quality than two unfinished masterpieces. Yes, the latter are a sad loss, but the world belongs to the living, not the could have beens. The same goes for textures, models and everything else. Not everyone is as talented a modeller as Epifire or nosslak (and where it comes to AI, the long-gone oDDity), but people somehow filled the gaps. Not always perfectly, but in a way that made for a functional game with a solid asset base.
I am on the opinion that if people come to the mod, they will do good work even with imperfect pieces, and some of the results will be outstanding. Last year's crop of missions included The Accountant 2, King of Diamonds, Full Moon Fever, Volta and the Stone and Down by the Riverside - well beyond the call of duty, and a testament to their makers' creative energies. (If anything, I would have welcomed more small, less ambitious missions, but I can't be greedy). Now, they were made with imperfect assets, and affected by constraints we all experience. But they could still use those assets to deliver something outstanding maps. And I am sure the same goes for these modular assets - if people use them.
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved