Well, I've ended a campaign before. My group's prior GM (now a player as he hated being the GM) ended several - well, more like never carried any past two sessions.
In the end, everyone has to be having fun. If you weren't, ending it was a valid choice. In my case, I was bored due to the limitations the type of game I had designed. It was a zombie game (All Flesh Must Be Eaten) in which the players were playing representations of themselves. As a result I couldn't kill my players PCs (no replacing yourself) and the threats I could throw at them were limited even with the kid gloves I found myself wearing.
They weren't happy I ended it. But I started my Shadowrun 5th campaign and both they and I are quite happy - two of my players even prefer the Shadowrun game because it came with a challenge I couldn't give them with the zombies.
As to the arguments, it depends if you can see a way to keep them from nitpicking. I would start by double-checking what you're doing to them via the rules before they ever get near it. If that fails, try and talk to your players - individually, if possible - about how you're feeling badgered and annoyed by their rules-lawyering. Most players want to keep the game going, and may go easier.
If they aren't the type, then end it. Someone else can GM whether you want to remain part of the group or not.