No need to get hostile.
People are talking about the very real phenomenon of people accidentally spending a resource. This actually happens all the time -- it even happened to me once.
When it happens, it's not generally because someone is "dense". It's because every so often the game gets glitchy, more on some devices than others. If you repeatedly tap when it's not responding, usually those taps are not recorded, but when the game is glitchy, they can be. A stray touch on an empty corner of the game while the game is glitching can be remembered and applied to a button that pops up a moment later and there's no chance to stop it: the game thinks you confirmed when in fact you touched a black area of the screen while the graphics were lagging.
If you hang out on the forums very much, you'll find that these posts appear not too often, but with predictable regularity. Someone shows up and says that the game took all or too much of a resource and they want to know how to get it back. They feel upset, and that's completely normal to feel in that situation.
The people above are trying to create mechanisms that have a lower chance of being part of one of these accidents, while still reducing the mechanical and monotonous button pushing. Even if you don't think this is important, the programmers are aware of these kinds of complicated errors which can't be exclusively pinned on the interface (the user still has to touch the button) or the user (who touched the screen when the button was apparently operable but not visible). The UI coders are going to worry about this kind of thing anyway. If we can give them good ideas about how this can be reasonably implemented, then it has a better chance of being implemented.
In short, the people in this thread are trying to help you: be nice to them.