The main issue I take with arx ships ( and bearing in mind that I would have bought the MK 2 ) is that this game has always been about spending time playing , understanding the stupid little things that should have been obvious. A new player just buying the ship with no real idea of what and how and where. The learning goes with the journey , whilst it's rated as a "MMO" it's more of the individuals journey . Missing out on bits to fast track to ships doesn't help the player it just frustrates .
I believe all veteran players share this sentiment when we've put the time in playing the game and developing a better knowledge base on how to reach certain goals in game easier than our initial days in the Sidewinder. Friends recruited me into Elite Dangerous, and they helped "feed" me credits to transition into a better ship. I do remember the first time my buddy and me spent the 2-hours economy jumping out to the system for the guardian blueprint for the FSD booster, upon successfully landing on the planet we got into SRV for the first time... the driving controls were insanely frustrating... and we spent another hour trying to figure out how to drive the SRV without it rocketing off in a random direction because of the default control settings. The ending of this story was us abandoning the attempt because we could not control our SRVs well enough then to even attempt the puzzle for the blueprint. So, I fully understand, Elite Dangerous being one where playing the game is the journey.
[FDev should have the Drive Assist turned OFF, implement AWSD hotkeys for steering and throttle control, and incremental acceleration as the default for k/b mouse]
In context to the pre-built ships, they're not really giving anyone an advantage or skipping the journey. These players would still end up learning, as they go along their journey playing the game. However, we both know that buying a ship needs a road map idea on what role it's going to fulfill in our fleet or what activity it's going to serve. And, this means, we have mind-mapped how we'll engineer the modules, which modules we'll need installed, and whether we'll need hardpoints or not, and which ones. Another story about this involves my buddy and me who recruited a couple players into Elite Dangerous to Wing up for combat missions: those recruits were friends with each other and my buddy and me were going to help them out. After a few sessions, both of these players had gained over 360 million, and enough to pretty much buy anything they fancy.
One wanted the Federal Corvette and the other the Imperial Cutter, so both went online to learn where and how to grind up their faction rank to unlock those ships. Afterwards, both achieved their desired goal to own those ships; However, those stock ships ... A-rated out ... carried them so far, in CZ and Hazardous combat zones, and both were having trouble tackling Wings, or multiple ships, or running into the consequences when both sides turn hostile when you shoot allies in CZ. My buddy and me warned them that those two ships truly shine with engineering, and can become an expensive rebuy on ship destruction, so we encouraged them to chase down the engineers. Our advice then was, just because you got the biggest, best ship does not mean it'll perform, as shown in YouTube clips, as stock models. They still needed to do the due diligence and unlock engineers and go through the same hoops, as we all do, to improve modules with engineering blueprints.
This example is comparable to the pre-built ship offerings, in context to players may be able to jumpstart into an upgraded ship but it does not mean they have skipped any of the grind, or chasing the prerequisites, to build capable ships to fulfill ship roles for specific activities related to simply playing the game and doing mission types. For example, there are several ships that require engineering to bring out their potential, including most ship's modules, and that involves playing the game.
Maybe I'm an old man with many thousands of hours in game , I use a dolphin for exploration Why ? Because I like it not because it's the best exploration ship in game. I don't own an anaconda why because for me it's terrible ship , I like doing combat in the FAS , I don't any of the alliance variant ships because they are so damn ugly. But they are things I have tried along that journey.
In the end Fdev rightly knew that could make money by selling early access ( it's a new ship) but free engineering and guardian ( the guardian sites are a must at least once( modules , ships and weapons) for anyone isn't the way to do it .
The pre-built ships have limited to non-existent engineering. This is my view on the topic: FDev should limit the pre-built to an upgraded stock ships builds. This translates into someone spending ARX for credits e.g. the comparable cost to buy and upgrade the ship's modules. Some people may claim this is a "pay to win," but honestly, you can earn credits very easily, and quickly by playing the game, that they're not gaining any type of advantage over me. Plus, those modules are locked to that particular ship, and cannot be stored, and that is very limiting in itself since module swapping saves time and credits upgrading into the next ship up. Instead, they have to rebuy the module and re-engineer the module, which circles back to your initial comment about the journey is about playing the game.