I'm not sure I'm better at noticing bugs and flaws, but I believe I'm better at identifying possible causes of problems and what to look for before I begin rooting around, and of course I'm better at rooting around in general.
With things like kerning in typography you'll notice problems that you'd overlooked back when you didn't know about kerning, so it's definitely a real phenomenon, but with video games it might be that bugs and flaws are often recognizable as something being wrong without needing to understand the process behind it. Plus there's situations where bugs and flaws are sometimes indistinguishable from an intended feature, or intended features that were originally a bug or flaw.
The bug with Dark Souls 2's weapon degradation on PC might be a good example, even if I happen to misremember some details.
In Dark Souls 2 your weapon's durability lowers when you smack it against a wall. In the PC version your weapons degraded much faster when you do this. If you've played on console and also on PC you'd probably notice that your weapons are wearing down faster, and maybe you'd spot that the durability is lowering very quickly when you smack it against a wall, so you recognize that something is different. Determining if it's an intended adjustment to difficulty or if it's a bug might be impossible from only playing the game.
However, with some knowledge of common bugs and glitches and programming, and maybe even some knowledge on how the developers or publishers tend to handle porting and localizing their video games, you might consider one difference between the two versions of Dark Souls 2 to be the frame rate, and then you might consider that the weapon degradation is calculated for every frame that it's inside a wall since the durability appears to be lowering at twice the expected rate and the frame rate is about twice the original game's frame rate. Then you could test it by adjusting the frame rate through different graphical settings and CPU strain and determine if there's any truth to the idea. Then, when paired with your knowledge of the developers or publishers and how they handle porting and localizing their video games, you can come to the conclusion that they most likely didn't intend for this to happen like some sort of increased difficulty for PC gamers.
Becoming an electronic engineer allowed me to become extremely irritated when I see 90º angles in PCB traces in art and fiction.
This sounded real neat and quirky so I looked into it, but it turns out that it might be more of a myth. Bear in mind that I don't know anything except for what I just got from Googling, I'm completely ignorant of PCB design.
It seems 90 degree angles only pose an arcing threat with high voltages at or exceeding 1,000 volts
and an EMI emission threat with "ultra high-speed PCBs in the range of 10 GHz or more"
, like microwaves, apparently. However, not using 90 degree angles was good practice years ago due to manufacturing problems like collecting the etching acid in sharp corners, but these days that's largely an issue for hobbyists since alkaline solutions are more commonly used by professional manufacturers instead of acid solutions
and this apparently doesn't have the same problem. I don't know why though, haven't found a clear answer.
I never really thought about the arrangement of traces on PCBs beyond just arranging the elements in a way that physically fits the allowed space. The extra dimensions of electricity's own characteristics, the PCB traces themselves becoming an unintentional electrical device, and manufacturing limitations really adds a lot more to appreciate.
Anyway, it doesn't appear necessary to avoid 90 degree angles in every design, though I'm sure the PCB designs in art and fiction are most often nonsense.