I think that this interview was very important, as Jim Ward highlighted the real differences between what he did to D&D2e during the Neurotic Mother Pandemic, vs what the SJW Infestation in the hobby is currently trying to do.
1: He was only changing names. This was done with the deliberate goal of circumventing and preempting any 'censorship' while keeping their underlying content essentially unchanged.
Vs. The people working on D&D and the 'censors' are now one and the same. They are not only censoring parts of the game, but also intentionally changing the underlying content to conform with their SJW views.
2: The market was different in Ward's day. By his own admission they sold a metric ton to Mom's buying the game for their kids in normie retail stores. But they also knew that these same buyers never actually read the game. So in the context of his time it made sense to play some semantic games to keep the sales coming in.
Vs. Today; the buying market is very different. There is no actual imperative to change things in the 5e era from the player base at large...
All those kids from the 80's-90's who stuck with the hobby now buy on their own. And by 3e the media generated Neurotic Mother Pandemic had run its course. So kids now just buy what they want.
Instead this drive to change 'problematic' aspects of D&D is Politically driven from a specific special interest group that wants power over others.
Not Panic driven from neurotic moms looking for something to blame, theological hucksters looking for quick buck, and media shills looking for a ratings boost.
That is the important difference between the two events past and present.
The changes such as they were to 2e were actually sales driven. TSR wanted to get PAID.
The changes to 5e the SJW's have made have nothing to do with money at all. It is all about control.
The SJW's are taking advantage of an unprecedented pop-culture wave in sales and popularity of D&D (Which have nothing to do with anything WOTC deliberately did) to push their woke agenda through a popular game with minimal consequences.