Debatable. Imho one of their most impactful additions, Engineers, is the arch example of proven and widespread lowest denominator design: grind, random loot, random upgrades, rare additional random effects, pvp advantage. Basically the "progression" approach that has taken over modern gaming, based on the idea that a skinner box is an easier player retention device than gameplay rich enough to be its own reward.
How rich game play exactly would have to be and how much time and money it would require?
I think people always talk about 'dream approach' that gameplay is so much better than real live...that it easily becomes grind and numb again.
There's a catch. Our minds are adaptive. And that's a curse for anyone who wants to entertain us for longer than 2 hours. People WALK out from movies where too much stuff is going on because it is sensory overload.
So calling something 'grind' and 'dull' because it doesn't constantly zap you is highly subjective.
Second, progression approach is fine. What needs improving is small details. I personally see Engineers 3.0 having those with mats trader and remote workshop nice step forward. Now, if they drop something like hints system in NPC comms and dialogs, or environmental messaging - although Engineers interface now shows popups about each mats and where you can find them, excellent addition - it would be huge improvement.
I agree that materials collection can be improved and made more interesting, however I will disagree that people mostly complaining will be satisfied - as I said, it is highly subjective and really depends on your approach of the game.
As coming back to bigger question - does FD innovate and make things interesting? It really depends how much you are informed on work in background. For me chance driven gameplay driven by hidden world governing algorithms is best thing I want in ED. However if you view it as platform where you want to reach state X you will be bored most likely. You will find it tedious most likely.
As for gamers killing innovation....no. Developers relying too much on gamer feedback could do that though. Devs need to have their own mind. In the end of the day, game is their design, their intentions, their plan. So I despise people loadly demanding and threatening devs with Steam review bombs and complain to media. That's not how feedback and creativity loop works.