So is your argument logical? Not really. Maybe to you it does in your own preconceived idea of how developing teams work, or how you THINK you'd do it, but not to me. That doesn't even mention that I completely disagree with you regardless, but I thought you deserved a focus on the premise of your argument instead.
In any case, I'm done.
Well, I will admit my statistics are not exact. I've tried my best to find some rock solid descriptor of their dev team size, and I can't find it. I do know that when development started on Morrowind, it was 6 people. So, even if my number of devs at 100 is plus or minus a few, it's a drop in the bucket comparitively. I have heard that Oblivion was <100 and Skyrim may be as high as 130, and those are ridiculously huge teams, many videogames get by with 30, open world games maybe twice that.
Also, my number of 9 developers working on dragons is taken as a quote from someone quoting the podcast. It may not be the most reliable, and I should check the source. I do recall someone saying that dungeons were given a team about that size (directly comparing it to Oblivion) and now that I think about it, someone probably misheard or misquoted that.
So there, the number of people involved creating dragons is not really clear, at least not yet. However, if it was 9 out of a hundred (which for all intents and purposes is as good as 1/10) I do believe that is too large a percentage. You'd be surprised how fractional most businesses, including game development, are. Many important aspects take up a very small part of a companies resources, fractions of a percent in some cases. 10% is huge.
And as far as how I determined that is too much is quite simple, really. Do we have such and such various aspects, which have been included in past games, cut from others, and requested, repeatedly, by fans? If the answer to that question is no, than the answer to "are they devoting too many resources to dragons?" is yes.