Did you somehow not get the info that the NPCs behaviour was a BUG that created unsurvivable, let alone unwinnable scenarios?
That has nothing to do with balance of risk and reward, it frustrates most people and will lead to 90% of p(l)ayers to leave the game.
And you obviously haven't encountered the bug or are trolling. I encountered a FAS in my Anaconda (D-rated, but with Shield Boosters and gimballed Beam Lasers in all positions) - after interdiction, I had its shields down and its hull at 93% in 10 seconds, while it had stripped my shields and my hull to 23%, no thrusters and no FSD left ... I've never seen anything like it.
That wasn't a challenge, that was impossible even to survive; I got really lucky and two equally super-overpowered police craft came to my rescue and I eventually hauled my heap of scraps back to a station and my one million Cr repair bill ...
If the game worked like that, everyone would play in a Sidewinder a few months from now.
So.
You know there is a difference between Bugged, A reasonable challenge, and unchallenging ,right?
The argument here is that once the bugs are fixed a reasonable level of risk and reward should be the level aimed for.
You seems to try to paint it as there is only two options Bugged to be impossible and unchallenging, and anyone suggesting it should be more than unchallenging is wanting bugged and impossible.
And a reasonable challenge isn't only about what you can and cannot kill in an Annaconda.
It is about setting up cost benefit choices for the player.
Risk and reward, opportunity cost and choice.
Back in the pre-release beta Ships used to have different distinct running costs.
The Lakon Series were relatively dirt cheap to run, maintain and repair, giving them a distinct advantage in that area, over the more High performance ships.
but that was squashed so hard there was a point that retail Fuel costs for any ship were less than the galactic average on the wholesale market.
When is really sad as it is such a small thing but takes you out of the game, when you know it was player push back that got us there.
That lead to threads why fly a type 7 when the Clipper is so much better for such a little more, because the Lakon Type 7's strength was it had a tiny running cost to the Gutamaya Clipper.
There as been a constant push by the player base, and still is, to remove the need to make choices and just have one flat option, the one option for their profession that gives the most CR/HR and anything that adds choice and nuance is crushed by the constant push for "just give us one option that is the best"
People don't seem to want to have to make choices that have consequence
Every ship needs to have less costs, more jump range, more internals so every possible option can be installed, bigger PD to shoot and boost more, you should be able to buy level 5 engineering mods, so you never have to change the one activity you always do over and over and again and call it a grind but refuse to use any game mechanic that thries to change your route, and still demand it all be achievable with your grind.
A Challenge isn't about if a NPC is good in combat or not
A Challenge is if the game makes you break out of your patterns, try new things, make mistakes, learn, get better, not this isn't get good, it is get better, at what ever it is that you're doing, learning how to use the gal map to see import and exports and system states to find a way to bring in medicine after an outbreak on your own rather than just using an online tool to "find best trade profit in 20 light years of start point" and have some data base do it for you.
You could remove combat all together and still have a changing game.
But the sad thing is people don't see to want a challenge, they don't want a risk to earn reward, even if the risk is, oh this trade route did not turn out to be the most profitable option after all.
People seem to want a nice comfortable simple single option, the one option they know has been shown as the best, so they don't need to think about it.
No real choice, no opportunity cost, no consequences on the choice, just what ever filled the desired "progress bucket" the fastest.
And Hey don't knock the Sidewinder