Not quite that way really. DX7, DX8 and DX9 use different renderpaths. It’s not just “enable some more optional effects if we’re on DX9”, pretty huge part of the render pipeline is different. In DX7 all we’ve had was a fixed-function shaderless pipeline similar to what is available through OpenGL 1.1. With DX8 and DX8.1 we could use some basic shaders which is known known as Shader Model 1.0, 1.1, 1.3 and 1.4 (different GPUs of that times supported different amount of features, and something that was supported by SM 1.1 not always had been available in 1.3 and vice versa). With DX9 the render pipeline had changed even more from the classic fixed function approach. Source engine actually supports three types of DX9 render pipelines, namely one utilizing SM 2.0 shaders (dxlevel 90), another utilizing SM 3.0 shaders (dxlevel 95, SM3.0 had been introduced with DX9c) and yet another utilizing so-called SM4 shaders (which is DX10-capable hardware with drivers/DX emulating DX9 semi-fixed pipeline on Vista+). 2007 Source SDK still retains sort of DX7 fixed function pipeline compatibility but it’s depracated and isn’t really usable. DX80/81 support in this SDK is in a pretty decent shape but to correctly use it mod authors should provide specialized versions of assets and shaders that would work correctly with it. It’s not that hard really from programmers PoV but it is something that requires a work to be done. I.e. BMS could possibly be ported to dxlevel 80/81 but it isn’t a matter of a “set a checkbox in a settings dialog and press the ‘recompile’ button”.
Well, I’d bet the real reason is simplier: there’s no point it fixing something that hadn’t broke. TF2 had initially been implemented with dxlevel 80/81 compatibility in so there’s no point in spending valuable man resources “porting” it to dxlevel90+ only by throwing out part of the job that had already been done.
And, BTW, Valve had broken dxlevel 80 support HL2 in process of porting it to the 2007+ SDK, namely at the maps that had been adopted to utilize HDR (Black Mesa East, Ravenholm). Shame is that they simply forgot to compile LDR lighmaps for those maps resulting in mat_fullbright being permanently turned on when you play in non-HRD DX9 or ordinary DX8/81.
BMS minimal system requirements include GPU that had DX9c SM3.0 hardware level support. Why would you assume that BMS should correctly work in case you de-facto restrict those cards from using their full hardware capabilities?
Published minimal system requirements IMO is enough. There are a lot of ways to broke the game by incorrectly configuring your PC of by messing with cvars in game console.
Um, are you sure that you had correctly understand what was the meaning of the original sentence you refer to here? Raminator’s point was exactly what you write: DX9 was made because it allows developers to do more things in a better way.