The reason that patches drop off over time is due to increasing cost of maintenance over time. When 1.2 released, that was effectively a snapshot of the main development stream. For the next few weeks, bugfixes would be modifying code that isn't too far away from that release so can be applied to both the 1.2 stream and the main development stream for little cost in developer time. But as Frontier start bringing new features into the development stream, the two codebases start to diverge and a couple of things happen. First, code gets refactored (in a nutshell: rewritten). This has the side effect that certain bugs are removed; this can't just be ported straight into 1.2, because it would require the rest of that change. So to fix that bug in 1.2 would require a second implementation of the fix, one that would only apply to 1.2 and would effectively be thrown away when 1.3 is released. Second, bugs will get fixed in the main development stream. But because the underlying code base is fluid, that fix may be different in 1.2 and again would require extra developer time to port to 1.2.Yep. The background simulation has been in better condition (before 1.2), missions have long standing issues (hunt bounty hunters, hunt propagandists, the assassination counter offer, to name a few). Everyone waits for 1.3, but apart from last weeks Newsletter and AMA no word yet. Today's dev update will be about crime. The speed has dropped significantly since 1.2 (which was 7 weeks ago). If that means more testing and higher quality rollouts, I am all happy. But if it means that everyone works on Mac and XBox, I am not.
As a developer you have two choices. You can divert effort away from your next release to do throwaway work maintaining an old release that'll be obsolete soon, or you concentrate your efforts on getting that next release out sooner. Frontier choose the latter approach unless the bug is a real game-breaker. It's a sensible approach. Also worth bearing in mind that the teams working on the Mac and Xbox ports are likely to be mostly separate to the ones doing the work on the PC version, so diverting resource away from those would be inefficient as they'd have to learn all about the game logic rather than just the engine.