BoltThrower40000: that is because there are more games period which means they have more employees working on licensing deals than they had before so they are going to release more games period. The problem is still ratios and a shifting focus.
Pretend I am an fruit salesman and I start selling apples, the first year I sell 55 oranges and 45 apples. Next year my business picks up and I sell double the amount of fruit but its 75 oranges and 125 apples, yeah I did sell more oranges but most of my attention was selling apples.
First, just because you sell more apples doesn't mean you're selling less oranges. If you decide to stop selling apples and decide to focus entirely on selling oranges, what happens when there's a bad year and there are less oranges? What happens if it's too expensive to sell oranges, or if the market decides that they want other varieties of fruit other than oranges? That was the problem that was addressed with the "Bigger Fresher Newer" update many years ago. A lot of people didn't like it, but it was something that GOG had to address sooner or later. The alternative? Winding up like DotEmu. And that hurts, given that I spent a fair amount on games there as well.
Second, your analogy ignores the fact that there's a lot going on behind the scenes that we're not privy to, and a lot of it is out of the hands of GOG entirely. Sure, you may want GOG to sell more oranges, but their hands are tied if their suppliers either want to sell their oranges themselves, or if there's no easy or clear legal way to sell the oranges they want to sell at a fair and reasonable profit.
Take the NOLF series, for example. It was
revealed that Night Dive studios was in extensive three-way negotiations and talks with Warner Brothers (the current owners of Monolith) and Activision (the original publishers of NOLF). We would have very likely seen NOLF et al. here on GOG had those talks succeeded. Those talks broke down, however, due to WB walking away. Some have speculated that GOG approached WB directly to sell and publish the game like with SSI's strategy titles, but that's still speculation at this point.
Then there's the 3DO FPS classic Killing Time. On a Reddit
AMA NDS said they thought they had the rights to sell the game and were apparently going to create a remaster. Apparently they were wrong and lost a lot of money as a result. The game is apparently still coming to GOG under Retroism, but it highlights how unexpectedly difficult, and drawn out the process can be.
And then of course there was the long, tortuous process that got us SS/SS2, as well as the absence/return of Fallout when the rights went from Interplay to Bethesda. As well as the abscence of Duke Nukem when the rights went from 3DR to Gearbox.
And then there was LucasArts. I can't find the relevent post, but IIRC one of the GOG staff remarked at how they were very, very, very close to sealing a deal with LucasArts to get their games on GOG. Then Disney bought LucasFilm, and they had to start all over again.
Assigning "more resources" to this issue isn't going to magically solve this problem, not if it involves a long and drawn out process of (re)negotiating terms with another large company regarding pricing, regional pricing/availability, the availability of extras, or porting to other platfoms. That's especially if the company is going to play hardball with regards to pricing, as Nordic Studios apparently did before.
BoltThrower40000: I understand thats just business though and they will focus where the money is, I just wish they could put some more focus into old games instead of indie poopoo
What you consider "indie poopoo" is a very subjective judgement call. Some of the best indie titles I've played were indie games I've discovered on GOG, and I've gathered that many of the indie games we've seen here have been very well recieved, like recent releases such as Broforce and Defender's Quest DX.