"Consensus"? Yeah, good luck with that.
For my own part, I like it. I very much like the newer rules for Spirit of the Radio, and overall I like the way the game plays. There doesn't seem to be any showstopper bugs in the code; the one thing I see is the minute hand on the clock occasionally will stop working, something I've experienced myself and have seen messages from others saying happens to them too, even on the latest code that was supposed to fix the problem. But that issue doesn't affect the actual gameplay, which of course is the most important thing.
The one thing I really don't like in the code and which I wish they'd fix is that the hurry timer for Bastille Day does not get paused when the ball is temporarily locked. This includes both scoops and the Time Machine. Oddly, there do seem to be exceptions, such as the Far Cry lock. Ironically, the machine continues the countdown when it's in control of the lock, but then pauses the countdown when the player could hurry up and get the ball moving again.
I find Bastille Day hard enough to get all four targets as it is, without having to listen to Geddy count down "three, two, one...time's up hoser!" while I stand there looking at the ball being held against my will by the game.
I can see this possibly being on purpose, the game designers' way of telling me "don't go putting the ball into a lock if you want to finish Bastille Day". I guess that could potentially add some strategic play to the rules. But personally, I find it obnoxious; all the other games I'm familiar with, they are typically generous with the hurry up timers, pausing it any time the ball is plausibly out of control of the player. I wish Rush were the same in that respect.