[0] https://medium.com/@betable/tifu-by-using-math-random-f1c308...
To make it into a CSPRNG would be a detriment. The only thing I would change is to have a minimum cycle length.
This is silly, there are plenty of ways randomness is used to communicate randomness to the user (think games, song shuffling, visualizations, art, etc. Algorithms using randomness ≠ randomized algorithms.
Not even that. Different types of games require different types of RNGs (e.g. in an RPG or strategy game you probably want a stable seeded RNG to preclude RNG save-scumming), the C standard requires almost no guarantee of rand().
That seems to be pretty common, although v8's seems especially terrible. In thread linked by PhantomGremlin[0] pcwalton also points out that stronger RNG can be "detrimental" to benchmarks if they're slower, as many benchmarks ultimately bench the speed of the basic RNG (or for an other issue in the same category the speed of the basic hash function), so the incentive for builtin RNGs is to be fast and cheap, not to be good.
Also worth checking out: https://channel9.msdn.com/Events/GoingNative/2013/rand-Consi...