Honestly, the only silver lining to this leak is that this private industry discussion is going to be made public. We are long past the point that we should be carefully analyzing why so much budget is going into new projects and what can be done about heading this off.
The most fascinating part of all the data that came out was Insomniac doing a very well researched fiscal pitch to do "smaller" ($100m is still a lot) projects instead of one big one, and how that can mitigate financial risk. Under these budget levels, why would any dev blow a AAA budget on a new IP, for example. Without a built-in audience, its almost impossible realistically forecast that you're going to do over 7m units of sales, even if you were multiplatform.
There is a very prescient internal note in the financial analysis docs that basically asks themselves, 'We spent $200m more on SM2 than SM1 ($300m vs $100m), but can anyone play that and feel that extra money?'. Paraphrasing, but this is a really self-aware question to ask.
I want to head off any discussion by immediately stating that we should not ever say that devs are being overpaid - relative to how much games bring in, despite how much more it takes to break even, game devs have been the most underpaid area of software development for far too long, they still are not making as much as their contemporaries, and the answer to this situation is not, nor will it ever be, to pay devs less. I think it needs to start with why it takes so much more manpower to make the games that we're making. Yes, Insomniac doubled in size basically going for FY20 to FY21, but those devs were spread around multiple projects, although now we know most of those other projects hit the back burner in order for SM2 to ship this year.
I wish we could get some producers in here who have done PM work for a long time to gain some insight on just what is eating up resources to this absurd degree. When you look at a game like SM2, so much of what it is is built on top of what was already done. The framework for its gameplay, for its open-world, for enemy behaviors, is mainly implemented, just waiting to be iterated on, so why did it take that many more devs an 2/3rds the amount of money in order to ship a sequel.