"I can see that argument, but at what point do you inconvenience everyone to help a theoretical person or two. Do you add a full phase length so everyone is covered and the people that want it to cycle earlier can finalize? Or do you cut some corners to inconvenience others less at the risk of sacrificing a small minority? Not only are we talking about people that can only log on rarely, but we are talking about the one time they need to log in is at the same time as a rare server failure."
Don't you see that 10 day phase games on their 9th day with some ass not finalising is equally rare?
Sure, the downtime might delay most games by anywhere from 0-2 days, depending on the downtime. That's fine, when somebody goes on holiday in the Masters or League, they can delay the game by over a week. Sure, there could be a few games delayed by more than that, but only a few, and any other solution can have a few unavoidable NMRs.
You've got to weigh up two different infrequent events, recognising that both are infrequent, but the majority in the middle is clear- reset the phaselengths. You can argue with 3,4,5 day or longer phaselengths that we should do it differently, but given the rarity, given that people have chosen long waits already, and given the very worthwhile principle of *NEVER* allowing downtime to alone cause NMR, I don't think the case is strong enough to justify a change of attitude coming with that change in price.
To my mind it is easier to say, "We say that never will somebody who logs in once a phaselength will miss a turn" than anything else. You can question whether the stance is excessive or not, but all the while, you keep yourself arguing a principle that I think is correct, rather than a price, as you would be with +12 or +24 or +25 hours.