The rejections weren't nonsensical, you just didn't agree with them. Apple's guidelines are freely available and fairly clear (even if they appear to give a a fair amount wiggle room). The fact that you attempted to re-submit a reworked version of your app, all while knowing that it still failed to comply with Apple's rules, is particularly telling. Don't like the fact that you're not supposed to link to 3rd party libraries? Do you think it's silly that they don't want the app's charity focus announced in the store? Well, too bad. There are plenty of other mobile platforms with far less traction that would love to have your half-assed product. This isn't Open Source, and you don't get to just take other people's hard work, make some little throwaway project, refuse to play by the rules, and then throw a hissy fit when things don't go your way.
http://en.wikipedia.org/wiki/White_phosphorus_use_in_Iraq
White Phosphorus burns to the bone when it comes in contact with skin, and water makes it worse. The use of White Phosphorus as an incendiary weapon in Fallujah (and for that matter Gaza) constitutes deliberate killing of civilians. Any weapon that is used as a blanket over a wide area is, by definition, incapable of distinguishing between combatant and non-combatant.
While this is a good point, your analysis (and in fact, every single Slashdot headline about HCI) assumes that interaction design is limited to designing interfaces that are intended as replacements for generic, everyday data manipulation, such as mice/keyboards/etc. The real assumption we should be confronting is the notion that interface design is like a diagram of human evolution, or that innovations should necessarily replace everything that have come before them.
Siftables, for instance, make little sense as an interface for graphic designers working in Photoshop, but might make a fabulous specialized interface for young children, who primarily learn through direct physical interaction with their environment. Todd Oppenheimer's book "The Flickering Mind" points out some of the issues that can arise from young children spending too much time with traditional computer interfaces â" by bypassing a child's need for direct, physical interaction you can actually end up stunting her intellectual development. In other words, sometimes a "practical" (i.e. efficient, sufficiently abstract) interface isn't what you want.
This is partly symptomatic of Slashdot's demographic, and also a byproduct of the sort of hype associated with digital media departments, and the kind of language they have to construct in order to attract funding. Mega-nerds don't usually think of technology except in the abstract and functional, and tend to regard inefficient or unusual interaction systems as a waste of time and resources (why would I want to stand there flailing my arms in the air when I could just write a shell script?). Academics tend to use overblown language to justify their work â" blanket statements about the way new digital technologies are "forever changing our world" are commonplace. Somewhere in between is the realization that we ought not only to rethink our one-size-fits-all perspective on technology, but that we should also keep in mind the way new technologies affect the meaning of interaction.
The moon is made of green cheese. -- John Heywood