Trollish nature of the original post aside, I'm gonna go ahead and give my two cents on the matter anyway. City of Heroes was the original property, which then expanded to include villain play as well. Is it that surprising that blueside would receive more of the devs attention? (Not that I'm conceeding that it does, mind you.) The games devs were responsive enough to players desires to create an entire playground for those that want to play the bad guy, but rather than appreciate -that- folks would rather refer to them as lying backstabbers for not providing what they deem to be an adequate amount of content. I'd say you should appreciate and thank the devs for the fact that you can play a villain at -all-.
As far as I can tell (based on ease of finding teams, the overwhelming amount of blueside TFs formed versus SFs redside on global channels, blue vs. Red side Hami raid participation, to name a few sources) more people seem to play blue than red, so catering more to the desires of the majority is not only somewhat expected, its just good business. (Again, not conceeding that's what they're doing, but even if they were.).
Also, in trying to treat both sides as seperate games, it only makes sense for them to focus on somewhat "neutral" content that both sides can enjoy. If an issue were to heavily favor one side or the other, a significant portion of players would be alienated. If attention were equally given to -both- sides with faction-exclusive content, that would mean essentially either creating two large expansions/issues (a lot more development time and thus more waiting on new content for us), or creating two smaller expansions/issues, which, while taking less time to develop wouldn't be a satisfactory amount of content for either camp. In an attempt at fairness content has been released that both sides can partake of, but as one poster put it, -that- isn't satisfactory either because it doesn't let villains feel *evil* enough or heroes feel *hero* enough.
All in all no issue or expansion is probably going to 100% satisy any of us, but that's how it goes when you're developing a game for several thousand people, each with his/her own tastes. Appreciate what's here, offer constructive suggestions for what's not.