Phew... there's a lot of things flying around in this thread. I'll bite on clarifying the one thing that is actually on topic - the ride itself.
So, the en vogue discussion is how is the ride actually performing? Reality is that is performing better than people feared, not as well as it should; but, practically speaking - better than most expected. Actually opening the ride to the public has provided some real world feedback that is helping solve some the gremlins on the software/programing side of things; but, that creates a new problem. Time management.
When the ride goes down with a "known" software issue is that has been previously encountered - the focus is on simply resetting it as fast as possible and getting it back online. When they encounter something new, they spend a little bit longer capturing as much data as they can while still trying to put it back into service. This information is funneled straight into additional test and adjust work that happens after hours.
Unfortunately, there's still the other side of running a ride that has to be addressed - the mechanical side of the house.
Every attraction has normal mechanical wear that happens from cycling an attraction. These are the types of things that routine maintenance during non-operational hopefully prevents and when the abnormal mechanical failure happens during operational hours -things get repaired and attractions are placed back into service. The more cycles an attraction puts in - the more maintenance is required.
So, the last month and a half has helped with one side of the operational coin (debugging) and made things harder on the other side of the same coin (mechanical maintenance) because there is only so many hours in a day. When you take "x" hours to have the ride operational to the public and then try to divide up the remaining hours between the "proactive" functions of making adjustments to prevent future issues (which usually mean cycling the ride even more) and "reactive" functions like replacing parts that mechanically are approaching their end of life or adjusting things that need periodic adjustment - you quickly run out of time. That's the dilemma that is being faced right now.
The boarding groups and their ability to get the ride either opened late or closed early are a way to combat the issue of the variability of a "busy day" causing a 10:00 PM close leading to a 12:00 AM last guest off the ride situation, which would lead to even less time for the test and adjust/maintenance battle to occur.
For those that followed Hagrid's woes, it's a very similar situation. Time management is everything.
I will say that the boarding group system is more fair in it's way of communicating this variability than what Universal did with simply cutting Hagrid's line at some arbitrary point. At least with the boarding group, there is a method of updating people and providing an expectation.
So, was opening the ride last month the right choice? For those that have been on it, I think the majority would say it was. For those that tried to get on; but, couldn't - their opinion would likely be different.
Time management is always difficult no matter what the medium is. While theme park attractions and video games are different beasts (unless you are at Universal Creative), Nintendo genius Shigeru Miyamoto has this famous quote about video game development: "A delayed game is eventually good, a bad game is bad forever". I thought about this quote while waiting in line for RotR. Currently the quality of the attraction is good. Delaying the attraction further wasn't going to make the quality any better as the ride is and was show ready. At best, it would've helped the operational challenges it is facing. Would an additional six months in test and adjust resolved all of it's woes? It's hard to say because the initial six month delay didn't get it from 0% reliability to 100%. The reason why the video game analogy went through my mind last month is because in today's era of game production, releasing products with 0 defects has long past. Post release software patches are the mechanism to address those these days. Long gone are the days of burning a rom to a cart and what ships on launch day is what the game will be forever. Some companies, like Nintendo, are much better at quality assurance than others (names withheld to protect the guilty).
With these thoughts in mind, I think the theme park landscape has shifted. The days of "unadvertised" soft opening attractions are gone. With the rise of instant information via InstaTubeGrams, word that an attraction being available in a soft opening would get out immediately as this form of social media is the modern day equivalent of the old methods of advertising. The ability for a theme park have something open to test while not providing some form of guarantee that you won't be able to ride is much harder when you simply didn't have to run advertisements or have "Opening Soon" on a park map. This is why I think Disney and Universal have shifted their tactics to this new form of a ride opening on a specific date whether it's 100% operationally ready or not. This new method of "patching" in operation stability after the official open really isn't any different than what would take place under soft opening in the past. It's just that the attraction is officially open.
As long as theme park world doesn't adopt the patching in actual content doesn't happen like the video game industry... that would be a bad situation. DLC rides are not something I ever want to see.