It might be suggested that if players are really supposed to stay away from the development version, that
(1) the wiki pages on Ninex should retain correct documentation for 2.2.1 -- examples of pages that are incorrect for 2.2.1 include the small hangar page (capacity; 2.2.1 small hangers can store multiple craft), the training simulator (not in 2.2.1 at all), the (blank) coilgun page (not in game), some of the alien craft which don't appear at all. This sends a somewhat mixed message about what versions people might be using.
For what it's worth, some of the in-game behavior (like gas grenades affecting robots, which presumably aren't really organic creatures) is also contradicted by the in-game text and the briefings on the wiki; it might not have been a bad idea to mention this in the game to make it clear as to whether the restriction is intended and the behavior is simply unimplemented, or whether it was intended to be implemented but isn't actually correctly so, or whether the description is obsolete and the in-game behavior is correct. This would be good practice, anyway, rather than requiring that people actually visit the forum to find out that their strategies tailored to specific game elements (like 'this species is particularly resistant/vulnerable to particular damage types' -- unimplemented, I gather, based on chatter about armor values) are actually inappropriate because of missing features.
(2) that rather than argue about the semantics of 'playable' or 'released', it might have been more polite to suggest that major elements (such as the campaign system) are in flux and that therefore progress may be substantially more limited; not only that, but judging from the other threads, there are substantial issues with the pathfinding such as navigating stairs and ramps that limit the usability of the tactical core. And that the development process appears to follow the "openly break vast parts and fix it at some point" plan rather than a more traditional incremental-improvement model with small deltas and numerous stable, usable if incomplete milestones (as in commercial enterprises which prefer not to terrify their client base or sales teams); or the rather secretive process associated with a certain legendary roguelike game (with minimal public chatter or access to development work, until *poof* a new version is announced).