To be fair, if I'm running astral grief I expect to have to make players undo quest rewards. There's no way I'm gonna let the existence of that card slow down the play experience, once they use one, sure, but not till then. Same for draw steps. If I have something to do before a draw step I say 'before you draw' and then click end turn. I'm not going to force them to ask if it's ok to draw every time.
Generally speaking I'm pretty relaxed. I allow take backs unless someone has been a ratbag, I forgive misclicks, forgetfulness etc. Janky decks are good to play against now and again because they often create unusual game states or give you deckbuilding ideas. I won't be hurried though. If someone starts trying to hurry me my by spamming ok? and starting their turn before I'm finished I'll ask them nicely to stop and if they don't I'll quit. Playing under the gun is fine in a tournament, but I'm not purposefully trying to get a game finished in x minutes when playtesting.
My only 'whine' is saying 'this matchup is bad for me' when it is, but equally when I crush someone because it's a good matchup for me I say so, apologetically. I'll admit to playing terribly when I am, and if someone makes a stupid error/forgets to draw I'll correct it for them. I'm happy to discuss the game afterwards with most guys, I think post-mortems are an important way to learn. Whenever I playtest with my group we help each other figure out 'what went wrong', and I suspect it's one of the main reasons why my group is as proficient as it is.
A Mini Journey