Anyway, numbers time: what do you think the maximum hourly earning rate should be? - assuming a skilled player, with access to any necessary equipment, playing with the intent of gaining credits. Or, alternatively, what do you think the minimum time to obtain a reasonably-outfitted Anaconda should be? - assuming a player with access to all "common knowledge" of the game and reasonable genre familiarity.
For me, it's not a case of what the maximum should be, but rather the proportions of overall hazard/effort against reward, which is what FD botches so much.
Take the most recent figures of 2bn an hour from Orthrus ganking at a spire site. It's not the 2bn an hour I care about, rather, the fact it's Orthrus ganking as opposed to 2bn an hour hunting Hydras.
Or the fact it's 500m-1b an hour stacking massacres against competent-rank ships rather than seeking out threat 5/6 pirate attack sites or taking wing assassinations for high-rank.
Or even just the fact dropping in a HGE nets a bunch of G5 materials, but using hatchbreakers/recon limpets to ransack a megaship gives you a couple tonnes of clothing[1] and some G1-G3 mats.
FD just botches this hard. We could get 1,000 G5 materials and hundreds of billions of credits per hour... I wouldn't really care, as long as the activity being undertaken for that reward made sense. Yes, there's an argument optimisation should net better rewards, but that optimised reward should still respect the challenge gradient.
[1] But what about Thargoid Probes and other rare things? They're specific megaships which drop the "rare things"... but the way "rare things" get found is another thing FD botches a lot and a whole other topic.