No not an accusation just a general feeling that the project was stagnating and it needed new direction, which happened quite abruptly. Well you got what you wanted, and everyone on the project got a new totally awesome coordinator.
Did he leave to work on Windows 8 RT?
Work and family are two significant factors in how much time people have to spend, and as you're probably well aware that is an area Aaron is on record as being involved in.
But most of it was code from other projects like Raine and Sparcade and that other one (retrocade?). Well basically around version .34 or .37?. Most of it was all hacked together right? Well that quote was from one dev.
No at the time it was all game orientated. The general feeling was that few on the project was interested in the preservation, the goal was trying to compete against all the hacks and getting said game to run. Like Final Burn. You guys were treated like rock stars. The amount to games available jumped dramatically in a few weeks.
There was a lot more easy work to be done back then, there isn't now. You can say those were the good old days if you want, but rose tinted specs and all that. Information was sometimes shared between devs of other emulators, used with permission. Actual code was rarely shared between emulators because the frameworks didn't share that level of compatibility, Retrocade for example was almost entirely x86 assembly, tuned per game for maximum performance on a 486, not suitable for MAME at all.
Development attitudes between emulators were certainly different. MAME shipped code with much higher requirements, knowing that processors would advance quickly enough for that code to become usable within a year or two. Other emulators didn't ship anything unless they could guarantee it running on the lowest spec machine the authors could dig up. MAME always shipped as source available, the others more often than not didn't. MAME always had a stronger focus on documentation and helping others for this reason.
But Mess was a fork that had a limited number of coders. Other console emulators were so far advanced at the time, when Mess was only kicking out skeletal drivers for obscure Russian home computers.
At the beginning you have about 1000 coders all over the planet. So when coordinating such a massive project you must of had numerous quality issues with similar code being generated., or was it all piece meal?
1000 is a gross exageration for the number of Mame coders. People who have contributed, maybe, been credited, maybe, written code, not even close.
Mess faced a number of problems early on, Mamedev didn't care for it that much, and the console scene was (and unfortunately in some areas still is) about locking secrets tightly away, the people with a strong enough interest in the systems to do the work required on them seemed more interested in getting one up on the other emulators by keeping secrets than giving away their knowledge in the way that MAME / MESS did. The tide is turning tho.
In hindsight we should have cared about it more, especially once it became clear that a lot of the hardware was exactly the same and bringing things closer together would benefit our emulation.