No, but there are rules against posting in the forums without reading previous forum posts on the subject. (And rules against flaming GMs and mods.) If there has been a suggestion made, and I write long post about how either (A-it can't be done for X reason), (B-it will be done after some time or conditions) or (C-we'd like to do it; there are a lot of hurdles but don't write it off) and then two months later someone makes the same suggestion or a suggestion that can be answered with either the above A, B or C, so I don't bother posting again... (although sometimes the reminder is welcome) well, that's not the same as sidestepping.
Between PM's, emails, in-game mail and the forums, we literally get 20 suggestions a day. We read EVERY LAST ONE, and many of them get discussed in our weekly meetings. We also write responses this long sometimes, probably more than we should.
Unfortunately, Alteil is not a game made and maintained by a few guys in a garage (sometimes I wish it was), it was created in an entirely custom manner by a team the Japanese no longer have contact with, much less us. It rides a delicate balance between 3 different game theories, and there are a lot of people involved who speak a lot of languages (business Japanese really constitutes a different language than normal Japanese, and I've seen translators with 10 years experience crumple when having to write official emails). Needless to say, working with it is not easy.
The support structure we have, at least, has many advantages, the game won't go away even in a slump, there will be people to stop us from doing something stupid that could mess up the game, if there is a catastrophic loss we have bigwigs in Japan yelling into phones for us to get it fixed, we get access to cross-promotions, etc. Normally the disadvantage would be that change would be close to impossible. But we've already proven that's not true. Yes, it can be slow. There is no instant gratification. We do try to implement at least one new thing a month.
We know it's frustrating when it seems like something would be so easy to fix takes months. (We really do know... How do you think we feel?) In the real world, in a real-time game that must run smoothly 24-7, with all the people and programs involved, even I am occasionally stupefied when it takes 20 man hours to fix the forum search because of all the custom web scripts and weird computer issues that pop up. But that's what it means to run a game, it means dealing with the problems that come up in practice, not theory, and making them work no matter what. At the end of the day that's what we have to do, make it all work. We may be the GM's, but we're also up front with our players. That's because we're also the site maintainers, the English language adapters, and the US half of the development team. We have nothing to gain by withholding improvements, putting things off or frustrating our players.
Oh, and if you don't think indicating someone is lazy counts as flaming, you must get a lot more R and R than I do.
"Scissors are overpowered. Rock is fine." -Paper