That's because it's not early access. It's a full game that is running through an X year development cycle. You can't pigeon hole this sort of model as "early access", it's not. It's a long term development model, and those work like a building - you structure ground up. They were clear this was long term development from the get go, but the game has been very playable and for a server based game, relatively bug free to play. From my experience, yes there are bugs, but nothing that suggests an early access state.
As I said in the previous quote, this is a structural development, which is where it differs to SC. We're not talking about building pretty much full fledged game mechanic from the get-go. We're systematically laying the infrastructure and building upwards, adding new systems carefully as we go. You've got a 10ish year plan. We're on what? Year 2ish? You're going to see a lot of the infrastructure through this development process. You're going to get barebones, and if you look in the past year with missions in particular, you're seeing gradual "meat" on those bones. The missions are slowly, carefully becoming more complex. Everything is being gradually tweaked.
That is not to say there's nothing to criticise, certainly a load to feedback on. These sort of threads are useful IMO because that balance is a concern for payouts. I just think we need to be a little more mindful how long term development operates, especially in areas that aren't over-funded by big names, and are pretty much new territory. And yes, developers will be fighting to balance out keeping stuff there for people to complete at a certain pace while they add more material, get that wrong, and there are issues. I would think they really need, IMO, some new ships again, other ships for people to reach for, or aspire to. Those are goals people enjoy while they prep next-stage content.
I'm just saying I don't think this is about cynical economics, I don't think they are pandering. They have a long term dev plan which has a massive concern: how do you keep the core mechanics interesting year after year? How do you keep people playing without it being too easy or too grinding? I think they're navigating through this as blind as we are.