That’s true, but that’s pretty well solved with a camera and driver practice.
The gear active intake as a whole really comes down to an individual team’s strategy. Having an active gear intake + having a decent shooter/hopper system/climber with a potential ball intake on that makes the space allowable within the volume limits difficult. A Ri3D style gear intake is smaller than most active gear intakes and allows much more space on the robot if a team’s plans are to do multiple objects.
Just things to think about when planning your own team’s strategy.