We can already stop at this point as in my book this whole concept of "max-specced" is just a lazy, yet well established MMO clichee, connected with all sorts of "endgame" dreams. I always hoped ED would reach for something different... Anyway, true diversity will never be a thing as long as we follow age old concepts of "min-maxing". Could you perhaps get comfortable with the idea of totally getting rid of this concept? Whether Frontier will be able to create such a system is another question and remains to be seen.
I'm not 100% sure what you mean (and this is my first MMO, so I may not have understood properly) but in essence I'm playing a game with 2.75 million online players. OK, they're not all on at once ... but I'm playing a game with an absolute mass of online strangers.
I can't control how they outfit their ships. Only the Developer can, and only then via hard caps. Everything other than a hard cap is just a time gate.
I don't want a single build advantage over anybody else except one gained via build intelligence (not pre-grind). I just don't want others to have significant pre-ground build advantages over me.
Hence, I have no choice but to RNGineer as high as possible. It's just an arms race. I didn't make it but I can't turn my back on it except by ceasing to participate in ED Open-world PvP.
It's clear from the above and other comments that you think that those in my position are doing something wrong, but I don't understand how you think we could do it right? Max-speccing isn't a philosophy, it's a fact, same as a Formula 1 team has to make their car as good as they can, or find a different sport. You say that we should get comfortable with getting rid of a concept - but if the concept is that you play a motorised sport with the best machine, I don't understand ... how?
What I would like the Developer to do is to reduce the height of the hard ceiling, or to make the hard ceiling easier to reach. Either of those reduces the time PvP-ers will need to spend on PvE acquisition. It looks like Frontier are going for the latter option.
Personally (in PvP or PvE) I think diversity should come from having a very wide range of ships and weapons, all (in their own way) really good and interesting. That is, diversity via player creativeness in how we stack the lego blocks. Non-random tools and materials, diverse outcome via diversity of human choice. Put another way, painted portraits are not random, but they're not all the same.
I don't see a random distribution (build what you want with your lego, but you have to take each piece from a bag unseen and then roll a dice to see where you can put it) as providing a diversity I personally would appreciate. Or put another way, we all like a bit of Jackson Pollock but randomised paintings soon get dull.
Furthermore, although matters have improved a little, one of the many ironies of 2.1 was that it actually reduced build diversity, as some customisations were so obviously better than others. Far from creating an interesting spread of unique ships at CG's, the RNG produced cookie-cutters by an order of magnitude more than we saw in say 1.4, under the non-random A-ranked module system.