Why would it being controller-friendly be a problem for MnK players?
A: Force console users to use a half thought out clunky pc interface
Or
B: Force PC users to go through a labrynth of ini files and menus because "well all the other platforms you can only adjust gamma and contrast so thats all were giving you in the options"
Both suck, its an unsexy problem nobody wants to invest time into fixing, but will have a huge ROI in terms of expierence and potentially a first mover advantage in terms of licensing out a viable pattern to major studios.
But my argument was that in the actual game Portal not many inputs are even needed, which you didn't even respond to...
The one thing that differs in the "analog stick" argument between controller and mouse is that the mouse offers much more flexible movement than the controller. You can only angle the controller at most 30° and that's it, while you can throw your mouse across your desk if you want to. This I could accept does theoretically limit design a little bit if you are aiming for an enjoyable controller experience in a fast-paced game where you're utilising all 3 axes in movement. But Portal is not a fast-paced game so that doesn't really apply...
Apologies if you feel i misrepresented your argument, or hijacked the orivinal thesis.
Perhaps the term that would be better for what im describing is console-centric game and ux design? Its basically the windows8 problem all over again.