Addressing a few points in no particular order:
Pure design positions are indeed a role in the industry, although they're comparatively rare and generally require a proven skill set. Most people in these roles got their chance by making their own projects, by being given a chance on some low-risk project, or by having experience in tabletop game design. Steve Cole is a good example of someone who could qualify for such a position. There are actually entry level pure design roles as well, but they're significantly more limited in scope and don't match what you with to do - you would probably consider them more akin to a design assistant, working on small bits of a project as part of a more senior designer's team.
The reason noone is really considering this as a viable option for you, is as I covered earlier in the topic: you simply do not have a verifiable track record of relevant experience. You may well have designed hundreds of games and be very good at it, but as far as you've made us aware you only have verifiable credits on two released products: as a contributor to the SFB Tactics Manual (along with 25 other people credited for design), a design credit for Sinistar Unleashed (which had very unpopular design), and perhaps if you're lucky and someone remembers it your IKNFL mod. You haven't claimed to have any relevant formal education.
You may well be a fantastic designer with a wealth of experience, but you have nothing to prove it, so it's exceedingly unlikely a business would risk money on the chance that you'll be as good as or better than someone with verifiable qualifications - noting again that the sort of pure design role you're interested in is generally not entry level and isn't going to fresh-faced Devry graduates either.
So, if pure design roles are a thing, why do people keep telling you to learn how to program? They're actually giving you different advice, not aimed at getting you in to a pure design role. For the reasons above, people have trouble believing you would be able to get into a pure design role, so they're offering you an alternative: learn to make things yourself so you don't have to be held back by the industry, or so that you can produce something suitably convincing to get into a position you want in the industry. Remember above how I said pure design roles generally only go to people with a proven track record? Sometimes those people get that proven track record by learning another discipline such as programming or art so they can work in other roles until they prove themselves. In short, the suggestions to learn programming do not actually contradict the suggestions that pure design roles exist.
In sales, they say that it doesn't really matter what's true - it matters what is believable. You're essentially trying to sell yourself to us, and you're constantly making some pretty huge claims about your abilities and about what 'rube' can do. Maybe the things you're saying are really true, they're certainly not impossible. They're certainly not believable though.
You tell us you're a founding father of our industry, but none of us have heard of you and you aren't credited on the published products to prove it. Maybe it's true. But it's not believable.
You tell us rube is 'a functioning simulation of god', but you won't share anything but the smallest details (and you make us wade through the most amazing amounts of text to get those small glimpses), and you even claim the full potential of rube can't be realised with current day computing limitations. It may well be true. But it isn't believable.
Stop trying to sell us your truth, and sell us what is believable - once we believe, maybe people will start to see your truth.
It's not believable that you're a founding father of the industry with years decades of design experience on hundreds of games, because the games aren't there for us to look at, so instead show us something we can believe: polish up some smaller, simpler designs and just show us that you're a good designer.
It's not believable that rube is 'a functioning simulation of god' (whatever that means), so stop talking about the unprovable possibilities that current computing can't even handle, and stop talking about things you aren't willing to share details of. Talk about something we can believe, and show us what these lesser forms of rube can actually do in an implemented design.
Don't talk about the history, and don't talk about future possibilities: stick to what you can actually show us right now (or in 6 months or in a year if you need time to work) in full detail, so that we will have no choice but to believe. That is how you can get some actual interest in the other stuff.
Star Fleet Battles is one of the most (if not the most) complex and detailed game rule sets in existence, and you keep discussing how other games (such as Master of Orion) pale in comparison. You keep saying this shows how much more skilled the designers such as Steve Cole are.
I don't think anyone disputes the skill of Steve Cole and other table top designers. They're work is fantastic, and many of their games have a very loyal following and have made plenty of money, often for years.
But you don't seem to allow for the fact that taste in games is subjective. You love how complex and amazingly detailed the rules of SFB are, but many people hate it for exactly the same reason. When a designer produces a simpler game, it doesn't necessarily mean they are less skillful, it just means they had a different objective in mind. Often, these designers have been very skillful in designing a less complex game that appeals to the great number of people who prefer simpler games.
You've mentioned a few times that the industry has no respect for table top and board game designers. I'm sure there are some people who don't, but I can assure you this isn't some all-encompassing attitude shared by the whole industry. I don't think I've ever spoken to anyone about it who didn't have a huge respect for those designers. Many people in the industry play and love table top and board games. Many study them to learn. Many design them as prototypes, or as full products to develop their skills. Many table top designers have made successful transitions to our industry and are now well respected designers.
You're having trouble finding anyone who respects you, because (at least in my experience of you) you're all outrageously rude talk with no demonstrable credits or released product to show that you're actually worthy of respect, but in general I'd say our industry has a huge respect for table top gaming.
It isn't laughable to defend Devry graduates getting positions while you can't get one, because you aren't after the same entry level roles that they get, and they are more demonstrably qualified than you for the roles they are able to get. You may well be a great designer, but you can't really prove it right now, whereas a fresh graduate can be assumes to at least have a baseline level of skill in the field taught by their course. Noone wants to make the same assumption about you when all you're giving is your word that it's true.
You say the Pirate Dawn design document was actually quite well organised. It wasn't. I'm one of the people who tried to read it, and at least when I looked it was a disorganised unapproachable mess riddled with typos. Maybe that's because 'the industry wanted you to add a bunch of stuff', but that doesn't change what you presented. It just was not. If you'd like to fix it up (or have already done so in the past 10 years) I'm sure some people would actually try to read it again, but there's no point just telling us we're wrong about it - multiple people tried to read it, and we all have the same assessment. For whatever reason, it was a mess.
If you have the time to write 500 pages, you probably have the time to go back and fix it up as well. Don't excuse it or explain it, just fix it.
Lastly, you seem to think this offensive, overly wordy cult-of-personality you have going on is helping you, and have even suggested a few times that you "have to put it on to get attention".
It isn't helping you to get any valuable attention. It just makes you look like an insane rambling crank who doesn't know what he's talking about, to the point that a great many people think you're trolling.
If you're genuinely pretending to have this abrasive personality, knock it off. It's not serving you well. You've got plenty of people reading your posts and engaging in conversation, so stop screwing around and do something useful with the attention. Stop driving away attention you've got with paragraphs of irrelevant or unbelievable nonsense.
Put your money where your mouth is, and show us you can walk the walk and not just talk the talk. If you're a brilliant designer, show us some actual, playable, brilliant designs.
Feedback on Armageddon Chess will be coming in a day or so, we were pleasantly surprised that you claim to actually want to hear it, so some of the others are getting their thoughts together for me to pass on too.
Good luck, shut up, and for the love of all that is good and holy show us some actual games!
Hope some of that helps in some way.