I have hundreds of unit tests for Tritium, but it wasn't until I started writing a blog using it[1] that I started finding qualitative bugs that weren't picked up (and would be really hard to pick up) with unit tests. They were illegible.
I think this is why indy game dev is resilient to market economics where other software verticals become winner-take-all. Game devs are able to make their products qualitatively better because they dogfood so well. They also, as alluded to in the article, have a smaller "enterprise" surface area which requires so much legibility.
Truth is, you need both qualitative and quantitative measures.