Also noting that those obvious bugs were fixed over time.
They were of course, (that static spinning one was of particular irritation for me personally). However by that point the min-max building of engineers was established and in place, leading to the gap between player and equivalent NPC being even wider. This incidentally is what for me drew a line under the effectiveness of entry level small player ships and skill for a lot of folk going forward, as unless you were engineered, you had next to no chance vs. anything that was. Gone were the glory days of whacking a player 'grindaconda' in a CZ with torps from an Eagle and then your wingmates coming in to finish the job.
While some of it may have been that was not all of it, from memory.
I no doubt there was some, but I imagine its level to be relevant to how you experienced it, and your position on the old 'open/solo' divide. Personally I became increasingly irritated that sensible advice (i.e. don't fly unshielded) was treated like some herculean effort/attempt by a 'griefer' (who usually wasn't... for pities sake, I at that point was flying a stripped down Cobra III as a 'trader' of Onionhead or CG Blockade runner in open), to lure unsuspecting victims into open/troll someone who was having problems with the game which was 'totally broken and needed to be fixed ASAP'.
Indeed - noting that Thargoid content is effectively tiered and not a "straight to brick wall level" challenge.
Not at all - as entry level Thargoid content does not seem to pose an insurmountable challenge (as there don't seem to be a massive number of long threads about how difficult it is) - so it can be argued that it already takes into account the skill distribution of the player-base.
That seems to be the way now (tbc, is been a year at least since my Thrustmaster drove my Adder out of Lave Station), but at genus, Thargoid content was pretty brick wall level for a fair bit (I'm fairly sure I recall one of the devs referring to it as end game content at one point), unless you were well invested in the game in terms of engineering, with complaints that they were 'too hard' and needing nerfed.
I think its fair that Powerplay should be treated like Thargoids are/were: in that you need to have some level of investment in the game before putting your toes into it properly, the challenge is great, and reward (both in terms of game and community development) equally so.