Wait, are we playing the same game? Progression stopped being associated with credits when engineering dropped. An A rated combat ship is just an easy target now in a CZ or in PvP.
Ive played since release off and on and when I quit playing the last time I had a clipper that was A rated and my multirole ship and an A rated vulture that was my combat monster. When I returned they both felt useless compared to how they were before. I took up LTD mining and got enormous amounts of cash and was able to buy whatever I wanted. It didn't matter much. For them to be really useful I needed to go gather eng mats and guardian mats (which i am still doing).
Engineering materials were likely introduced in an attempt to enforce some limit to the rate of personal progression once it became apparent that the credit pseudoeconomy was already broken beyond repair. They then went about the same process with materials, which have been easy to get in abundance, even without abusing the numerous exploits available, since the end of 2.1.xx.
FCs did reintroduce some relevance to credits, which IMO, was a mistake to do before the credit supply excesses had been addressed.
Looking at your complaints it doesnt seem to me that people actually being able to progress are what you find annoying.
What I find annoying is the level of agency that one's CMDR has in regards to the setting being dependent on broken reward mechanisms more than actual gameplay.
Its the change to your sandbox you don't like, specifically the persistent FCs. That was FDevs mistake, the FCs should go offline when the owner goes offline. Leave them visible only to players who have equipment and ships stored on them or bump that equipment/ships to the last station it was stored at. Yes those fixes offer up some small opportunities for exploits around moving ships cheap/free but clearly having 50%+ of the playerbase being persistent on the galaxy/system map is problematic as well.
Making FC's impersistent would be impractical, for numerous reason, not the least of which would be instancing continuity in PG and Open.
This half MMO half solo thing is kind of the worst of both worlds sometimes. I put 500+ hours in X3 and loved it in a totally empty (of players) galaxy and I had free reign to mod it as I saw fit. What most of us want in these games isnt an MMO, we simply want coop. Give us 4player coop and mods and players would have been ecstatic. But that would mean you couldn't sell skins for a few bucks a pop or (in the case of SC) sell ships for hundreds of dollars each.
This game is online only, multiplayer only, and has a persistent shared world. The modes are just instancing white/blacklists to filter out direct interactions.
An offline mode is something many people, myself included, feel would be of great benefit, but it's been off the table since 2014 and is never likely to be an option.