No one has a problem with the Mag-Gnat. It's just been noted that it does not conform to the general theme displayed on the Isle of Wonder.
It's OK that it's different. Sierra took all the good ones already, including the ones not relevant to the puzzles such as sour grapes and cattails. So inventing a new creature that fits the scheme AND creates a good puzzle is a tall task indeed. So the Mag-Gnat misses, but just barely, and is probably about as good as one can do.
The Mag-Gnat is not even at the heart of the discussion. What we're discussing is whether the Isle of Wonder is simply a place where anything illogical flies or if there is something much more profound going on. As some of us have observed, the Isle of Wonder characters are based on literal interpretations of common idioms and phrases. So generally speaking, putting something in the game simply because it's "illogical" is not sufficient justification.
But again this isn't really about the Mag-Gnat. I'm just disappointed the designers are not acknowledging the running theme in the Isle of Wonder and its brilliant implementation.
We are acknowledging it. I give you that the concept of the Magnat could have been implemented in a much smarter way --like lamb suggested having the key be made of fruit and then do a trail of fruity things, but it's also not like we put in something that defies everything seen in the Isle. It still fits the overall concept, if pushing the boundaries a bit --but again, the Gnomes do--, and definitely not in the brilliant way Roberta and Jane did --and I can probably excuse myself for my lack of control over the english language at the time, but I won't--, but we have acknowledged what this place is and you can notice it by the narrator's comments about this world, which almost quote directly the explanations given in the manual about it. I did try to immerse myself in every one of this isles as much as I could before I typed any of the narrator's comments.