Completely agree.
On the whole opacity discussion, I kind of agree with
@Jmanis on why it has a place in the game. On the other hand, I also believe it's needed in Elite in particular because the underlying systems aren't really all that complex. So, to make something feel complicated you just withhold the ruleset from the player.
While this works somewhat for the BGS, it really doesn't for Colonisation, in part due to the time investment required and the high risk of ending up in a proverbial cul-de-sac.
If I want to start a building project, I need to know what I can do, how I can do it and what the implications are.
I currently play X4 building stations, and Cities Skylines building cities. They both provide me with the ruleset (with varying degrees of complexity), it's very clear once I got my head around them, and I can apply those rules in realising (or failing at) my intended vision in those games -
that's where the fun is in those games, not in trying to figure out how it all works (where the game, or rather, the developer actively tries to throw you off with ambiguity and lack of detailed info).
Colonisation is dead to me tbh. I built out a small, useless enough system (3 slots in total - name's Apep) with a single outpost, completed one additional facility, and started a second one which I can't even be bothered to complete any more. I didn't even have a vision for it, just wanted to try out the mechanics.
Reading all these issues after burning out on A>B hauling and taking a break I'm glad I didn't invest any more time into this. I just wish Frontier had a different vision for how to further develop the game, i.e. by fleshing out its universe by adding genuinely new 'places', scenarios and gameplay, instead of what we got here.
The core appeal is still there but I often now think of booting it up but then ask myself "to do what exactly, fly around aimlessly, engaging in the same stuff I did for the past 10 years?".