Precomputing all shortest routes uses O(n^2) memory with the size of the map, though as opposed to the O(n) memory that this uses. For a Starcraft map that's the difference between a MB and a TB.
One of these two voices is saying something useful about how to do things better. To borrow a sports metaphor, it is moving the ball forward. That voice is not the voice that is complaining about the use of implicit constraints.
Implicit constraints are the enemy of doing things better, as they allow people to claim basically whatever they want with hidden caveats, which makes it harder for the non-expert to figure out what they need to actually get things done.
Even if they somehow managed to avoid that tidbit of knowledge, the memory and runtime costs were fully explained in the talk, so any reasoned developer would be able to consider the applicability to their situation.