The point is that Gush was a safe unrestriction only because of the power of Workshops. Once you snip off some of the thorns of the format's best control deck, now suddenly we see why Gush was restricted in the first place.
I think this is significant, though, as it represents the 'choice' the DCI is exercising. Do we (a) allow powerful decks and strategies so that more cards/strategies are viable or (b) restrict cards to maintain (or try to maintain) an arbitrarily 'safe' power level? As more cards are printed, it seems like the power creep at any given time of an individual deck is inevitable. It becomes vague as to how 'over-powered' a deck can be allowed to become and for how long it can be be allowed to 'dominate' before intervention (no assumption on what this may be) is required.
I still think the timeline is one of the largest question marks. How long does it take for a solution to evolve in Vintage? It seems like 3 or even 6 months is a very short period of time and, if you compound it by only making 1 change at a time, the format really needs to be slow-moving. This is aggravated by cost/availability issues within paper and a small player base online. @joshuabrooks raises an interesting point. MTGO may push towards a shorter timeline. It's certainly faster evolving as it's much easier (and less expensive) to shift between Shops, DPS, and Gush decks, but what effect will the small player base have? 60 players in the P9 Challenge (the Vintage Premier Event) isn't going to make Vintage an automatic 'money-maker' for Wizards when you compare it to the 100s of players who show up for a Standard, Modern, or Limited event.
I think it's an interesting discussion point that @Topical_Island makes, too - if the DCI is willing to step in to stop 'over-representation' through restriction, what is the reward for working towards a solution? Shops (pre-restriction) was arguably being solved within the metagame. It was still being played in the 20-25% range, but it may have continued to lose ground without a restriction (regardless of its inherent power level). Without Shops, Gush/Mentor has spiraled. There are a ton of threads here talking about how to 'solve' it, but I've read just as many opinions that (to paraphrase) 'it's not worth worrying about it, since it won't be around by eternal weekend'. To me, that's not indicative of a healthy format. [I'm also not suggesting that it's the 'only' opinion.]