You act like there used to be a bunch more storyline-involved devs.
Though to be fair, I did forget to mention Greyscale, who has been around forever and has written a couple of chrons.
I debated whether or not to reply here, but I feel I have to correct this idea that there wasn't a bunch of storyline folk lost. There really were a lot more people involved in storyline before the layoffs and I'd, for one, quantify it as "a bunch more".
HOWEVER...
I don't think quantifying this in terms of staff numbers is ultimately even the right way to look at it. Why? Because there were individuals involved in storyline development whose work deserved to be "counted twice" (or more), so to speak. To use just one example out of many I could pick, CCP Headfirst no longer working on storyline meant more than just "one less person". Storyline, and the work people do on it, isn't quantifiable to me in the same way that a programmer or an artist's work might be. If you lost, for example, 1 storyline dev out of a team of 3, it means more than just a 33.33% drop in storyline input. This is perhaps different to losing 1 programmer out of a team of 3, which might result in 33.33% less code being produced. I don't think you can quantify storyline work like that (and I'd point out that even if you do, the numbers-based argument that "not many were lost" doesn't hold up anyway).
Perhaps another way to illustrate this same basic concept would be to point out that Greyscale does a lot more for storyline than "write a couple of chronicles". He's been a hugely important influence over the storyline at times, and having a story-oriented game designer has had an impact I don't think anyone can really quantify, myself included (I'm no game designer, so I can only guess too). I will say with confidence though that without him, game design wouldn't quite have the "soul" it currently does, or has had over the last half-decade. Losing him would mean more than just losing a quantifiable amount of chronicles/news articles/whatever. Same goes for any storyline dev.
I don't say any of this to support the premise that things are now dire on the storyline front. I honestly don't accept that premise, and I've said elsewhere why not. Perhaps you can even see, more clearly now, why I don't agree with it (i.e because the guys still working on storyline are more than just "three developers" in purely quantitative terms). Others are free to disagree of course, and I'm not here to get into that debate (in fact I'm trying to carefully avoid it, if that's even possible now I've "weighed in").
I say all of this because, well, to presume that a whole lot of people (who were actively and passionately involved in the storyline and making significant contributions) weren't lost does them and their work a disservice. I don't think you meant it that way of course, Yoshito, but I do think it's worth saying, all the same, that a lot of good people who worked on the storyline went missing, and yet despite all that, arguing numbers doesn't even really reflect the reality of the situation, in either the terms of who was lost,
or who remains.
I hope that makes sense...and is at least a little encouraging, if somewhat discouraging in appearance.
I was going to post some thoughts on how to perhaps better lobby CCP for storyline/roleplay support. Maybe I'll throw that in later, but for now I just wanted to speak my mind on that.
tl;dr - Good people were lost, they counted for more than just mere numbers might suggest, and yet for that same reason, the numbers of those remaining shouldn't be the sole or even primary hallmark by which you judge the state of storyline development.