Why are we talking about Capcom when this article is about Indies?
Because it's relevant. Just because the article in question speaks specifically to Indies, doesn't mean we can't draw a conclusion that this treatment/behavior is not limited to Indies and could also explain why even Japanese third parties are kinda being slow to support the Switch.
I get what you're saying, and there's definitely stuff to dig into on the larger third-party side, but I don't see anything in this article that supports that. In fact, this article has a couple things thatsuggest that larger traditional third parties have a separate and distinct experience from Indies:
1. The article makes it sound like Indies have a dedicated team at Nintendo that handles them.
2. This article seems to make it sound like Nintendo is more attentive to Publishers instead of straight self-publishing shops, and most traditional third parties ARE publishers.
3. The article's critical aspects are mostly focused on NA, whereas it contains much less criticism from Europe and Japan. Given that Capcom is a Japanese Dev, doesn't that suggest that they might even have had a more distinctly difference experience than the quoted devs?
4. The article suggests out that Japan's process is mysteriously less stringent than the one experienced by the more critical Nindies, using VROOM as an example.
I mean, it's obvious that there are issues with the larger world of third parties, just as there has been since the beginning with Nintendo. I just don't believe that this article sheds any new light on that, instead focusing on the "I got a golden ticket" esque saga where some Indies feel the glow of the Nintendo Switch Launch period support, and some other indies, surprising given their track record, are being left out in the cold.
I think this is just a reminder that behind the scenes of the Switch's significant indie presence of Fast RMX, Snipper Clips, The Binding of Isaac, Snake Pass, Has-Been Heroes, Jackbox Party Pack 3, Mr. Shifty, WonderBoy, Tumble Seed, Graceful Explosion Machine, and others, there is a system that created that lineup, and that system has created losers as well as winners.
Tentatively, I would argue that the system has worked well for this first two months. It's brutal, and it's insensate of past Nindie history, but it's accrued a lineup of well-received, varied, and interesting games to cover one of Nintendo's most public weakspots: the post launch drought.
I would argue that speaks to a sense of priorities and focus at Nintendo. Brutal, unrelenting, constrained focus perhaps, with a general favoring of exclusives over older ports, favoring indie publishers over indie developers, and of business and market concerns over personal histories of collaboration. A focus that got them through the first two months... but one that could be harshly restrictive if it remains a pattern over the next two years.