I mentioned Skinner Box before, I think it's time for a little explanation, just to show how it applies to some people in this thread.
The Skinner Box is operant conditioning. Operant conditioning is a very complex subject, but to break it down, it's teaching something (a rat, a human, a pigeon) to perform an action via rewards and punishments. There are three phases to operant conditioning.
First phase, Continuous: the behaviour you want is rewarded every time. You can't stay in this mode constantly, as your subject will learn it always gets a reward on performing the behaviour, and only perform said behaviour when it wants a reward. Rat pushes button, gets food.
Second phase, Intermittent: After your subject has learned behaviour=reward, you shift to this. You only reward the behaviour wanted once and awhile. This is where you want your subject to stay. The longer you keep your subject in this phase, the farther you can stretch out rewards. Rat pushes button 10 times, gets food.
Third phase, Extinction: If your behaviour/reward interval gets too big, your subject stops performing the behaviour. Falling into this phase is a failure.
Now, how does this apply to Elite? The people here complaining about "grinding" are operant conditioned. The behaviour is playing the game (grinding trade routes). The reward is a bigger ship. Early game is continuous phase, as they were getting rewards nice and fast. The "grind" phase is Intermittent. Now they have to "work" to get to the next reward, it's not an instant thing. Complaints about lack of "end game" content are the beginnings of Extinction. They're no longer getting rewards for performing the behaviour they were trained into.
The complaints about trade routes changing and such are a result of the depth of the conditioning. These people have been trained "Behaviour=reward". Anything obstructing the performance of the behaviour (trade routes changing) delays the reward state. The operant conditioned subject HATES delays to the reward state.
Elite honestly wasn't set up for this sort of Skinner Box behaviour. It's more of a "journey" game, where getting there is the reward. Sadly, operant conditioning is a powerful thing, and almost any system that has a set of "rewards" can fall into the trap. The nice thing is, once you realise you're in a skinner box, you can bust yourself out, and start enjoying the game as it was meant to be enjoyed.
While I agree with the sudden steep change between early-game rapid progression and the rather significant chasm between higher end ships causing more than a little grumbling, I do have to disagree with your assessment on people decrying the lack of end game content, because there really
is a lack of end game content, insofar as a 'Well, I now own an Anaconda! Awesome! ...now what?'
Generally speaking, there are cheaper ships that perform every task either adequately, or even better than the Anaconda, and no tasks that would really call for one in the first place. The Anaconda is big and impressive looking- which, ironically, we can't even really enjoy given there's no external camera, or even the ability to pan the camera in the outfitting screen around, or so much as swivel our chair to look behind us- and has a lot of guns, but ultimately you're still fighting the same ships you were blowing up with minimal trouble in a Cobra. The difficulty, the peril, and the reward for added risk outside of trading doesn't scale to match your capabilities. I'm glad I got one, don't get me wrong, but that's only because I knew 1) Elite would inevitably throw in high-class ship content to try and retain players who are further along and I wanted to be ready, 2) by God when we can walk around our ships I am walking around that beauty, and 3) they would inevitably nerf and lower income rates within the first half year of release, meaning a day of grinding this month was probably going to spare me three days of grinding a few months down the road.
Ironically it does give all the 'It's a journey/it's not about the size of the ship/be happy in your Viper' people a point, because at the moment at least, there isn't any real point to owning an Anaconda, or a Python, heck, even an Asp if you're not thinking about exploring. The journey, as you put it, doesn't change regardless of how long you've been investing your time, because I'm doing the same stuff (currently bounty hunting) in the same-looking environments today that I was doing when I first started playing, only now with a fancier looking cockpit and vastly higher buyback cost. I might stick the Anaconda in storage until more content for it comes along, and go back to a Viper, since I officially have enough credits to game-retire forever and just go around shooting stuff. =P
To haul out an MMO as an example, I used to be a big fan of City of Heroes because it WAS a journey. You started off as some little newb hero with two attacks fighting street thugs in alleyways, and a couple of months later was this butt-kicking champion obliterating spectral terrors in an alternate dimension filled with rivers of blood and floating islands. I could look back and think; 'Sigh, look how far I've come! :3 ' not simply because I dealt more damage or had more health, but because those greater capabilities allowed me to do grander and more impressive things.
In this game, however, Once you hit a Cobra, you've pretty much got access to everything the game can ever possibly offer you, and it then becomes a question of whether you like performing those handful of tasks over and over and over....