I hate the idea that this is working on a counter and nothing more complex than that. It gives the perception that although the front end looks fantastic and in-depth, the back end is simplistic and one-dimensional and nothing like what so many of us have imagined it was.
We have all spent so much time looking for the deeper mechanics, when it would appear to be revealing itself as something very very simple.
I think we all hate it - and I believe FDev knew we would hate it, which is why they've pretty much ignored discussions about it until it reached the point (finally) where everyone knows, and is talking about it. I did try and make this point in a roundabout way back in January (see
https://forums.frontier.co.uk/showthread.php?t=221826&page=27&p=3491686&viewfull=1#post3491686 ) and in a private message to Michael Brookes (that was never answered).
I believe that the BGS has attracted far more interest than ever FDev expected (which is a good thing, a worthy thing, imho, but is now the thing that's biting). I believe that the BGS's original intention was really just to 'tickle the numbers' based at least partially on some dipstick/litmus test measurement of player activity, and had to be simple enough to be certain that it could run on the ginormous banks of database servers without stalling, running for more than 24 hours and becoming bogged down, catching up with themselves and multi-instancing, etc, etc. They kept it simple, and we thought it was smarter. It's a great credit to the rest of the smoke-and-mirrors that we did so, and I'm not blaming FDev or angry one iota... but I do think it is maybe time for them to come clean, at least a little bit. And they could do that with as much couching of terms in 'Lore' or 'Elite Storyline' as they liked... but so long as people are made aware of the key points (or at least the things to do to find out for oneself what the key points are).
It's one thing to expect someone to master the art of chess - it's another thing entirely to expect them to work out the rules without even the slightest hint of what they are. And at least with chess, you know there is only one other player playing against you and messing with the board... no invisible transatlantic/european/australian server instances, no solo/private/open parallel universes all happening simultaneously.
Time for us to at least be told 'the rules of the game' to a slightly better degree. I'm not asking for everything on a plate, for sure. Definitely don't even want that! But I think it would be prudent for us to at least get some better pointers on the bits where we are evidently barking up totally the wrong trees, or chasing shadows and looking for rainbows to go gold-pot hunting with. That's not really gameplay... that just busy-work. A waste of time and effort, and a total, ball-crushing disappointment when one finds out that actually, one has been 'had'.
Again, I make the point that FDev very likely did not set out deliberately to pull the wool over our eyes. They gave us smoke and mirrors, which in games design terms is sometimes all that is necessary, and the best approach where performance is concerned. We simply saw smoke, and deduced there was fire... and if there was fire, there was probably a fireplace, and where there were fireplaces, there was probably a village... and so on. We're equally to blame.
But it is time for a little less mirror, a little less illusion and shadow-chasing, and a bit more predictability. Not a total giveaway, but just enough to give us a chance of making the RIGHT deductions from our observations, and not wasting our darned lives away chasing pointless rainbows.