Not entirely. Some believe that making them available to all means they shifted design away from them being a multiplayer-gameplay-enhancement. What that means exactly isn't quite clear to me, but the concept itself is interesting to consider. For example, lets look at the 'fuel grind'. This has to be balanced to some intended 'default usage situation'. If that is a group of 40 active players, whatever fuel 'grind' is considered reasonable will be prohibitively silly for solo players. But if they make it reasonable to solo players, an active squadron will be jumping all over the galaxy in no-time. And the only way I see to prevent that in this situation is by adding cooldown timers, in other words limiting the abilities of a group of players for the sake solo players.
This is all just hypothethical, but there are scenario''s where 'people not being inclusive' is not just because 'hurdur they so nasty ugh'.
True, however I think multiplayer/group mechanics should stand on their own merits, not just rely on cutting them off from individuals to justify their existence.
What I mean is things aimed at group play should simply be done more effectively by groups, not because there is a hidden switch banning said things from individuals.
Imagine for instance a future where combat in ED is not just dogfighting in the void, and you can for instance join a faction war, not by casually showing up and picking red or blue, but join a military campaign and get missions like attack some military base planetside. Said planetside base would have assets to bomb, anti-aircraft artillery, and launch pads where enemy ships would scramble to intercept you.
I would say such scenario would be done much better in a wing (and probably more fun too), which would perform the mission much more effectively - thus being aimed primarily at group content. BUT IF some Johnny Lonewolf hotshot maverick ace super-pilot decided to tackle the task by himself, even tough he will have a much harder time, then why the hell not? Things don't necessarily need to be mutually exclusive. The benefit of playing in a group should be increased effectiveness, not content exclusivity.
The same with fleet carriers, in your own post you already realize that a group of players using a carriers will already be able to fuel it up much faster than Johnny Lonesome. The only drawback I see so far (for groups) is that they won't be able to get a carriers by pooling resources.