First of all, I guess I most likely see this more often than other people simply due to the amount of Blinks I have. But here it is anyway.
I currently have several Blinks that are not flashing the low voltage error but that at this point have a IR transmission error rate so high that I have to remove them from games otherwise they might get stuck. This is a lot more obvious with games that use datagrams (bigger packets, more chance for error).
In the Custom Blinklib it is most noticeable as a transmission delay (due to guaranteed delivery) but that delay can be upwards of 10 seconds (with the low-battery Blink trying to transmit at every loop iteration) and is considerably more evident on Blinks that have multiple faces connected than with Blinks that have a single face connected.
Considering this, and realistically speaking, shouldn’t the voltage threshold be decreased a bit so that those Blinks would actually show the error instead of not working in some games? Note that although it is more evident on datagram-based games, it also happens with face value based games (and show as a face disconnection event) I understand that this would reduce the rated battery life for Blinks but considering the frustration of Blinks silently failing, I guess this would be justified.