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....
I'll be the first to say that Elite is pretty thin on the ground when it comes to content, but I don't think the solution to that is to add more "push button get candy" style activities.
The whole crux of the current thread argument is that Frontier took away an easily repeatable, mind numbing activity people were using to get bigger ships. It's a pure example of the conditioning I was talking about before. Rat mashes button, gets food. You want to keep the rat mashing the button, you space the food rewards out over time. Elite version: PLayer hammers the same monotonous trade route over and over. Gets bigger ship "reward" at increasing larger interval. The failure of that model of gameplay happens when you find out there isn't another proverbial "button" to mash after you get your bigger reward ship.
Contrast with the "journey" approach, you aren't just monotonously repeating the same event over and over again. Trader finds a good route, runs it a couple times, moves on to the next one. In moving on, he finds a really nifty looking system, and decides to explore it out. After exploring some, he finds a great mining spot, rigs up, and does some mining. A pirate comes by and blasts him, so he uses what wealth he had to fit up a hunting ship and go bounty hunting.....THAT is an example of the "journey".
Here's another analogy I think fits. We have two really smart rats in a lab. Rat A, he just wants cheese. You put him in a maze with cheese at the end, he'll run the maze to get his goal. He really doesn't like the maze. Given a choice, he'd make his "maze" a straight corridor to run down to get his cheese. Rab B, well, he really likes running mazes. The cheese reward at the end is just icing on top. In his ideal world, the maze would be as complex as possible.
"Grind" style players are Rat A, and "Journey" style players are Rat B. The maze is Elite gameplay. Cheese at the end, bigger ship.