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We're fixing "useless" things before critical problems because of how we work. To elaborate a little on that it's important to point out that one developer isn't exactly the same as another developer. What I mean is that, based on our fields of expertise, we're divided into several "sub-teams". One such sub-team would be content design for the higher levels, another would be audio, another would be system design/balance and so forth and so on.
Basically, the "useless" updates you see are the updates coming from the teams that aren't directly involved in creating new content/fixing current content (with content in this scenario being playfields/quests/dungeons). Sure, you could assign me to help out creating a new playfield, but it would probably take longer for me to learn how to use those tools and actually get something that's somewhat bugfree up and running than it takes for the guys that are currently working on it to complete their tasks. In addition, one or more of the current content designers would loose valuable time bringing me up to speed.
So, I guess what I'm saying is that, due to how we're structured and how we work, you may at times see "less critical" fixes come out before "more critical" fixes because they are being addressed by different sub-teams and furthermore because not everything takes the same amount of time.