Quicksaving has this problem. You design an excellent game that requires no quicksaving and then, you decide to put quicksaves in, and suddenly, it's an average game to most players, even to those who don't suck at games.
This makes me feel like we understand eachother completely.
As Ichigo Jam said, "Maybe the thing that sets us apart is that I think of the save system as a game mechanic."
I think the important thing is, people need to consider the save system as a mechanic. It isn't some sort of meta-mechanic that operates outside of the game. It needs to be carefully considered and formulated to work inside the mechanics of the game. A game with an ill-considered save mechanic can ruin the desired intention of the game (e.g. X-COM quicksaving).
I guess the question comes down to:
Do you want players to determine the tension of the game, or do you, the designer, want to determine the tension of the game? I feel it is naive to allow players to determine such things, but if you want to give that option to players, that is your prerogative.