Every useful system carries the imprint of its designers. From bridges to spoons, the expression of a builder's skill, philosophies, and production constraints are exposed in the final product. Software is no different, except in its propensity to change. Software mutates in response to users needs, and in that change, a continual re-imprinting of a designer's skill and sense of taste takes place.
This has the potential to cause continuity problems for others, be they end users or other developers. Reducing these confusing aspects (cognitive load) allows software consumers of every type to feel better about a block of code. With every interaction, their pre-conceived notions of how the thing will behave serve them instead of forming an obstacle for them to overcome. Their instincts are turned into a valuable tool by elegantly and consistently designed software.
Dojo, as a project, should meet expectations in this way. This doesn't mean that you have to agree with every design decision that's been made in the project (dissent is healthy) or that the guiding principles outlined here are written in stone. They should, however, capture the way design choices have been made to date and serve as a guide for making future decisions.
Dojo may not yet completely embody the principles outlined here, but it is their purpose to serve as a guide for the project when making determinations how things should change.
If you think that Dojo has not yet met one or more of these goals in a particular way, please raise the issue on one of the project mailing lists or file a bug.