So they aren't meaningless. They do something.
Empire ranks give you access to ships that are optional.
Being optional is irrelevant but thanks for pointing that out I guess.
Engineer's, you can do most things in the game with any engineering. The only thing you do is combat. But even that is optional if you are careful.
Which is again irrelevant. The game and it's systems are there to be played, not ignored. Them being optional adds nothing to the discussion, especially not when you're trying to create a conceptual division between this and other games considering there are other games that offer the same, but better in that respect.
You don't get it. What ship you decide to fly is purely optional.
Which is irrelevant, the ship is put there to fly, but in some cases rank locked, in all cases credit locked. This is a fact. Those locks being optional or not mandatory does not mean they don't exist. And that observation doesn't make them any less arbitrary or gamey in their means or implementation. Those things have nothing to do with each other.
Corrct, you just avoided acknowledging it couldn't after stating it could do anything.
It's a fundamental way you play. The game is about choices and you decide that is how you want to play it. I don't.
Right, so pointing out one way is optional doesn't actually add anything to a conversation about playing that way. That's why you're wrong. Not because of any way you play. But because you've chosen to state arbitrary requirements to use parts of that game are not arbitrary requirements to use parts of the game.
What has caring about ships got to do with it.
It's the only way the stance of "the requirements don't count as requirements" makes sense. I stated there were plenty of arbitrary and gamey locks similar to other games in the mechanics I listed, you said there weren't because you could do them in a sidewinder which makes no sense because being able to do them in a sidewinder means they are there to do. So I'm not left with much else to attribute your stance to.
A traditional progression based game forces that progression on you. You have no choice to level to access the game.
Ok
In ED that is not a requirement apart from some small purely optional parts of the game. In LOTRO you have no choice but to level up to access 99% of the game.
Ok, but no one is saying it should be like LOTRO. The issue is that you're seemingly creating a false dichotomy where it either is forced LOTRO style leveling or wholly unarbitrary in requirements. These are far from the only possibilities.
Now you might think it's badly designed because of that
Please point to any statement I've made that advocated a LOTRO style leveling system. I'd like to know why you think I'm saying it's badly designed because it lacks one. If anything I'm saying the systems that are similar to those types of games, IE the gamey requirements of the engineers, clash with the otherwise sandboxy nature of the game, not that we need more of them.