I hate interactivity in rides. I feel that rides, as a medium, are far more akin to films then video games, and trying to force meaningful interactive elements into a ride will almost inevitably lessen the experience.
But…
I agree with what he’s saying, not because of interactivity, but because of length and theming. As he points out, a fast ride will almost certainly feature less theming and, unless it occupies so much space that it becomes economically impracticable, will certainly be relatively short. This is the problem Uni is really wrestling with, and they haven’t cracked it yet. Honestly, the best solution is one he touches on briefly, a combo, a sort of Test Trek with much better theming and a finale that doesn’t feature the exec parking lot. The speed-length-theming problem is one that will require an entirely new ride system I certainly don’t have the imagination to envision. Does this mean speed properties should be avoided for the time being? Perhaps. Mario cart could just as well have been a more general Mario ride. But it’s hard to fault Uni too much for genuinely trying, when some of their key franchises are speed-centered.