Hi Alexander the Grape,
You make some good points, pity you had to go with such an aggressive subject title. If you want the devs to read your post it can't hurt to be a little polite. Also a subject like yours is in danger of getting your well put argument burried under piles of white knightish responses. Never a good thing. Some responses will often get a thread shut down with that crap. Best to avoid hooking people into writing those types of posts if you want sensible considered responses.
I'm All for More Balancing
As to balancing the trades earning power, I think it's a worthwhile aim, and as you say FDev have done some balancing. Not enough I'd agree. I'm a little biased of course because I personally hate trading so much!
The Issue of Scaling
I think one of the difficult balancing issues is finding a way to make earning power of all trades scale in the same way trading does.
Your potential to earn credits trading is of course directly linked to how many credits you have and that links to how many tonnes of crap you can drag between systems.
How does this scale factor get applied to mining, exploring, piracy and bounty hunting?
Scaling Exploring
You can make more money exploring if you can afford the better equipment I guess, but it's quite a short ladder of advancement involving what, four modules that can be purchased? I'm not that much into exploring myself, but I can't help feeling it needs some real love. It could involve more game play and perhaps require a greater variety of equipment. If that equipment and the earning power it created were tied to the explorers useless empty cargo space, then you might end up with a scaling based on ship size. I'm imaging something beyond the current pattern of hyperspace, hit the bong, fly to good earners and scan. Perhaps some kind of exploration probes that took up cargo space and increase earning potential could address the scale issue? Even more so if there was a range of different quality probes and such like.
Is Mining Improved?
I think this is the angle that Frontier have taken with mining to a degree. The addition of all the different levels of limpet controllers and the fact they use up cargo space is exactly what I've just been proposing for exploring. I've not done much mining. Can anyone who has say whether or not the additions have helped earning potential from mining increase along with your total credits/cargo tonnage? I'd like to know.
Scaling Bounty Hunting and Piracy
Bounty hunting earning potential of course does increase with your ship size and credits, and ability to buy weaponry and scanners. But not by an awful lot. You can effectively max out your earning potential around the vulture point, and certainly you can't get it as high as trading.
Piracy, the eternal runt of the litter, will never scale it's earning potential to tonnage when you can only get 20 cans out of a ship.
There's another thing that I'd like to see thrown into the earning potential mix more, it is already in there to some degree, but I don't know if people consider it as much as I'd like. That is 'risk'.
Take piracy for example, I think it should be a seriously decent earner, but it would be balanced by massive risk. And I mean massive!
Improved piracy gameplay, for example, could involve some interesting planning stages, info gathering, and then the heist with the big payout. It could be something your spend a week planning and putting together and could earn you a similar amount that a low risk trader could make in a week. Something that required you to build contacts with NPCs and leverage those contacts.
Bounty hunting could have similar long term goals, where you need to put in substantial investigatory time and effort into information gathering and tracking until you finally track down that big score you've been chasing for a week.
I loved the missions in FFE where you knew someone would be leaving X station at Y o'clock, then you waited for them to jump, followed them and took them down.
I mean even Sid Meier's Pirates! back in 1987 had more advanced bounty hunting like gameplay and persistent NPCs. You could track people you were searching for from port to port getting closer and closer to find them with each step. The Evil Count was here 10 days ago, next port, 6 days ago and so on, until you caught up with them. You felt you were earning that information simply by speaking to governors and tavern-keepers.
That was 1987 for christ's sake! I'm sure the talented guys at FDev could come up with some spectacular stuff if they had the time.
Dev Priorities
It becomes more and more obvious though that don't have that time, they have difficult priorities and a massive list of desired features. With a varied number of play styles to satisfy it increases that list even more.
Improvements to the core feel like they get de-prioritised against the higher priorities of doing things to bring in new sales.
In some ways I've still not properly started to play Elite: Dangerous because I'm waiting for it to become the game I so desperately dream and hope it will one day be. That love won't last for ever though and at some point, a very sad day it will be too, I'm going to stop paying attention.
Unfortunately the business case for Elite: Dangerous doesn't entirely care about hanging onto everyone that's paid their initial gate fee. As long as some people stay to attract others in then there's a certain amount that can leave and never come back and not really affect the monthly bottom line that much.
The devs may not want to work to the priorities they have to work to, but the economics might be in the driving seat to some degree, sadly to the potential detriment of the game for those of us already playing it.
That's just my opinion of course, I have no insight into how the company works, I'm most likely completely wrong!
Final Note on Number Crunching
It is worth adding Alexander that I spoke to a developer at the launch party who had the job of running earning reports over the database, working out how much commanders were on average making out of the different credit revenue streams. So someone is crunching those numbers. That doesn't explain the very round number balancing you point out.