Well, if I follow the discussion in the
tablebase thread properly (not sure I do, as the logic both for and against becomes somewhat convoluted), it seems more and more a case of "Both sides are right" and what is really needed is to improve the system in other, more general ways that will take care of the difficulty in question here as a beneficial side effect.
What I mean is, imagine if you will a Chess Tempo some time in the future (say, a year from now?) that has acquired the following three desirable enhancements:
1. Endgame tablebases are incorporated into the generator's evaluations.
2. The database expands to include a whole tree of moves for each problem rather than one linear sequence (with alts). The user is led down a different branch of the tree depending on the move played at each position.
3. A rating recalculation is performed not only at the end of the problem but after every move the user plays (anyone who would like to read my arguments in favor of this feature, please see previous threads
"Rate the position, not the problem" and
"Pruning algorithm and one-move problems" from July & August 2008).
Evolution #1 will bring a good degree of valuable "chess sense" into many problems that didn't quite have it before (subjectively speaking, as part of the "user experience"). A win is a win, and a user who finds a winning move should be encouraged somehow, not necessarily by a proportional rating increase (as some have proposed) but at least by the "alt" mechanism (which is a *huge* improvement that I don't doubt has made the site attractive to many users who would have otherwise stayed away). Tablebases will help the generator catch the best alts and accurately sort them, ergo fewer complaints will arise on this issue.
Evolution #2 will increase the training value of the site by enabling a "kind, but firm" teaching paradigm. (Oh, no. Did I just say paradigm?! Pretentious blighter I am. Just shoot me.) If a mate-in-4 is there and the user doesn't see it but does find a move that's mate-in-8, the system can lead them all the way down that branch of the tree and make them *prove* they know what they're doing and they can reach the culmination of their idea.
Meanwhile, evolution #3 will reduce their "tactics rage" when they *don't* find the right followups... and so the comments areas and the Forum will receive fewer gripes!

How? Because the more granular rating system will show them exactly which move was wrong. In other words, if currently they would receive -4 points, in this evolution they will receive perhaps +2 points on their (correct) 1st move and then -6 points on their (mistaken) 2nd move. The overall adjustment is the same but it will be more palatable because there has at least been some form of reward for the good decision at move 1.
In that light, my recommendation is to stick with the current policy on mates and alts, not because it is any better (or worse) than the change proposed to that one area of the system, but rather because the design effort & coding time might be better spent on evolutions #1, #2 & #3 which are going to take some serious forethought if they are going to be viable.