It was purely anecdotal, at no point did I claim I was performing a definitive test.
I didn't think you were.
As a recreational guitarist I like to think my ear is fairly passable and I used a fairly nice pair of sennheiser on ear headphones. So I was probably able to discern more of a difference than the average person would.
no offense, but a recreational guitarist is not the same as someone who has done extensive audio ear training. I was merely suggesting that it's difficult to hear what you don't know is there. Meaning that yes, equipment has its definite limitations AS WELL AS there is a certain training that goes into critical listening. So it seemed like you were running a quick test as an example, and since you are the one that would be working on it I was trying make a point of: you don't know what you don't know -- but I wasn't trying to make a big deal about it. (Please don't read anything overly negative into my posts! ;-)
As far as it being "overkill". I somewhat disagree. Again to compare it to graphics, I think it would be completely unacceptable to force a compressed JPG format on all images where 99% of people would not see any artifacts.
I think you do it for the developer - not for the players. I think it's important that the developers feel like their work is being represented properly. A game engine like Construct you have devs doing it all: art, animation, sound, music, game design and coding. When the devs produce assets, they are creating the uncompressed version, so when it goes into Construct, they might see/hear the difference. And if you subscribe to the notion that games are art, then you have to give full control to the developer and not hinder any of their creative work. It's impossible to predict what someone may someday make that might expose this limitation.
tl;dr - on principal I think we should let devs set their own audio bitrates.