It's not menial. It's the way programs are supposed to be written. It's called good practice. And I don't appreciate you putting programmer in quotes to say that I am not one.
Besides, changing paths is not hard. It would require changing ONE line of code for each path in a well structured program.
Alright, "programmer", what aren't you getting? Blockland runs on the Torque engine. The Torque engine demos do not require installation. The installer is simply something Badspot added for convenience for idiots who can't handle extracting files. You can test this yourself by opening the Blockland installer with an archive program like 7zip. I never use the installer at all. I just open the .exe with 7zip and extract the files inside to a location on my external drive.
Regarding your AppData / Application Data request, it's just stupid. Torque games are not set up to allow per-user mods. Look at pretty much any program that accepts plug-ins. Almost all of them have a plug-ins folder inside of the application's install folder. This is exactly how Blockland works. Add-Ons are plug-ins, and they go in the Add-Ons folder.
The problem here is not the design of the engine or the design of the game; the problem is with UAC. UAC's access control restrictions might actually be a good idea, but the "virtual store" is terrible. Telling a user that his files are in one location when you're actually abstracting the location of the files to some randomly generated folder is ridiculous.
Again, you have 2 options:
1. Disable UAC.
2. "Install" Blockland to another directory.
In my case, I do both. I disable UAC simply to get rid of the virtual store crap. Blockland runs from my external drive and I just make a shortcut to the .exe on the Desktop.