I understand that you would wish that old maps were done as a learning experience, but the fact remains that these were released to production. As such, I expect production quality. If they really beleive that they are worth re-releasing, they should spend the time. I don't feel like they've done that. The quality of maps just isn't what I have come to expect or a quality of series as Halo is. It has been around for more than 2 generations. That's a long time. 343 isn't doing the job that is required of games in this generation. If this is the weakest that they throw out, it isn't setting a very high bar, and it doesn't make me, as a consumer of those products, expect a high quality moving forward.
I personally haven't played Destiny. This is only because I have found myself in the position where I couldn't upgrade when it was meaningful. As a result, I'm behind in gaming in general(I haven't played the lasted assassin's creed etc) and I want to play Destiny. I can't speak for what what it is now, but I can speak for what it was when I was involved. I loved reach. The campaign was an amazing rollercoaster of emotion and the multplayer was solid. They may have gone astreay with the ranking (I'm not a fan of exp based ranking) but it brought new and exciting content to Halo. This update simply doesn't have that. I'm sorry if you are new to gaming or the process of software development. I'm sorry if you don't know the difference between trying and putting forth little effort to make something to generate an income long term. The difference between them is huge, and it is made up of the passion and thoughtfulness to make a great game. Without that, the game loses soul, and it loses the ability to become something that matters. This update simply doesn't have that soul. I don't feel like the developers care enough to make me care.
It's strange that you talk about production quality in multiplayer maps, having stated that you consider Reach's multiplayer to be solid, as I personally find its multiplayer to be the worst in the series, and with the exception of 'Lone Wolf', its campaign to be dull, predictable and filled with flat characters. Its multiplayer maps in particular I found extremely lacking - remember, all of it's non-DLC content was either created in Forge, or ripped straight from campaign, meaning that while we had one or two decent maps like Countdown and Powerhouse, we also had some really terrible ones like Sword Base, Reflection, and Boardwalk. The quality of a map doesn't necessarily correlate to whether it's made in Forge - there are simply more bad Forge maps because there are significantly more Forge maps. If you frequent content creators like THFE, Ducain, or our very own Forge Group, you'll find an abundance of really high-quality maps - one of my all-time favourite maps, the pre-rebuild Synergy, was made in Forge, for example.
I have no idea why you're making the assertion that I don't know anything about software development, running a business, or that I'm somehow new to gaming, giving that I haven't mentioned my experience with any of those things. The last in particular is an odd one as the first time I owned and played a competitive shooter online, the Millenium Bug was still something people were worrying about and I've been gaming pretty much continuously since then. While I freely admit that I'm neither trained in running a business or creating software (the most I can claim is a passing familiarity with Source, UE4, a small number of various games' map creation tools, and the day-to-day running of a fairly large website) I don't really see how that's relevant to a discussion about the quality of another person's work. If you have relevant skills here, please show me and I'll be happy to defer to your judgement.
Your statement that I don't know the difference between trying and putting no effort in is also odd, firstly as it's an empty and vague soundbite which you back up with absolutely nothing other than personal feelings, and secondly as you're talking about a game which has been in development for three years, consuming however many hundreds of thousands of man-hours, millions of dollars, and in a high-pressure environment for a company (Microsoft) which doesn't have a history of accepting failures. 'Passion', even if it weren't an empty and abstract concept which serves as little more than a positive buzzword, doesn't necessarily translate into quality: plenty of games down the years have been made as labours of love and flopped, while a great many titles are lauded for their quality even though they were likely made purely for the money.