Further, and this is the important part, players like the goons will always exist; we cannot do anything about their existence, and, as concluded, we neither can nor want to police their actions. If their actions have to be dealt with somehow (which may well be true, if they cause the game to be boring), then we must, therefore, devise systematic prevention of their actions, viz., develop the mechanics of the game itself to discourage such action. Doing that is half of the point of the open alpha.
EDIT:
For the record, I really do mean what I wrote above that I do not condemn the goons. Theirs is one mode of playing, for the attainment of their specific goals, and half the point of Haven is to not let the game pass value judgements on its players. It wouldn't be Haven if there weren't conflicts of interest between the players -- the point of all the above is that it is our aim not to eliminate such conflicts, but rather to make them interesting elements of gameplay (for both sides, that is -- for the goons as well), and that there are many things lacking right now to make them truly interesting and fun rather than obnoxious, one-sided and frustrating. To re-emphasize: though it obviously frustrates people, Jorb and I must let these things happen so that we can study them and conclude how to improve on them.
Griefing needs to be taken care of programatically, and with game-balance and not through human interaction, as that just doesn't work.
Conflict in a game is essential, but without balance it's not conflict, it's just griefing. For a lot of us the game is about advancement and building, and a lot of hard work. Knowing that there's an unstoppable force in the game that can destroy every bit of your progress is a game-killer. It would be much different if there were systems in place to allow people any chance at all of defending what they'd built.
It seems to me that what's being said is, "Until we get the game designed properly to prevent griefing, we'll leave things as they are in favor of the griefers." I think in the interests of ongoing development and any real testing happening, it would be better to do the reverse - put in even a ham-fisted change to shut down griefing until the game design can handle it properly. You'd lose a lot of the conflict temporarily, which ultimately would have to be reinstated in a better way, but the current approach loses all the other aspects of the game in favor of the conflict.
You won't get them both until the game is much further along, and it's your choice in which one to support until then. In any case, you should acknowledge that is IS your choice and stand up for it.