Windstar
[12] Conqueror
There are times when bugs or glitches actuall add to the game. It's at that time when a dev needs to consider how to actually incorporate that bug or glitch into the game. Heck, the entire fighting genre as it stands today owes alot to a single glitch being accepted and then turned into a vital component of the genre's gameplay.
In some cases, yes. Most cases, no.
To elaborate. I like the Korean Backdash Cancel, because all characters can do it. I don't like SSBM wave-dashing because some characters benefit more than others because of it.
Eliminating bugs which make your game better with no recompense is bad game design. Bugs are not abjectly good or bad. They are simply unintended. If you don't have the creative ability to ask "is this unintended thing good or bad" instead of saying "it's a bug and not what I intended", you shouldn't be involved in game design.
Problem with this argument is equating the idea that all bugs are equal and must all be viewed fairly, and they are not. Through this argument Slayer's command throw infinite bug is equal in benefit to Ky Kiske's FRC HS jumping Stun Edge bug. This may not be the intention of your argument, regardless, you cannot view all bugs in equal measure. Creator intent is most important. Game designers can, and will be, wrong. That does not mean, however, that certain bugs that benefit gameplay in the view of others (or all) should be considered intentional and must be kept, or coded specifically in the game, for some argumentative perception of depth. Ultimately, it is the creator's intentions that decides whether they want to keep a certain bug - beneficial or not - in their view. It not necessarily good game design to keep a beneficial bug. Nor is it bad game design to remove a beneficial bug and offer nothing in return. I would offer an example, but I can't really think of one right now. Or rather, I can, but I'm not sure I can frame it appropriately.
We can spend weeks arguing about a fictional bug that makes Dan an upper-mid tier character and then argue for or against that bug when its removed in a patch. "See, it didn't make Dan top tier, but it made him competitive, so we should keep it." Yeah, the game designers didn't intend for Dan to be an upper-mid tier character. Their intent was to keep him weak. So it felt all the more sweeter when you won a match with him.
Of course, there are game play designs out there that aren't bugs, but weren't intended be exploited in certain ways by the players. That's more of an issue of game balance. And not the crux of this argument.