It is. It is almost devoid of challenge, there is no variation and you have to do it over and over without there being any alternative. Its pretty much the textbook definition of a grind, just like for example unlocking an engineer by flying the same rares-trip over and over.
At least with the rares trip there are alternatives - wait for the system to be in Boom to minimise your trips, do it as part of a rares trade loop and make lots of money while incidentally unlocking the engineer, or team up with friends to load up and do it in a single trip.
Here... no. Exactly one option, exactly one speed.
I don't get it, not happy with the personal narative ?
The thing is, it *almost* works for that
- you've got a bunch of Guardian modules which are relatively niche in terms of when you might want to use them instead of a conventional engineered module.
- you've got a relatively high unlock cost, so you probably wouldn't unlock all of them anyway, and wouldn't have a use for half of them if you did. So you pick one or two which suit your personal requirements and leave it at that. (Decisions! Consequences! Just what players have been asking for!)
- with it being an unlock cost rather than a construction cost, once you've got one you can use it a lot very easily
...so it should encourage people to make more interesting personal niche builds, in a way that engineering could have but didn't.
All it needs ... is for the unlock cost to be long and interesting rather than long and extremely repetitive.
It seems that they tried to design it in such way to reduce jump range gap between explorers and everybody else. In another words - increase jump range for combat/trade/etc ships without increasing it for explorers. And IMO it is generally a good idea. And the fact that module is not another "must have" one, but has its pros and cons instead, is good to.
Another nice feature - it increases jump range for deep space exploration, but the fuel cost means it doesn't just give a blanket decrease to general travel time. So it starts to provide a way to reach some otherwise "wasted" stars in deep space, without making "Sol->Sag A* in 30 minutes" a thing.