Why with few concerns ? CIG adding classic type of vehicles for a game intended to have air and ground combat, nothing new here...
If you say that for SC, you should be worried for EDO which will have also ground to ship and ship to ground combat.
You say that SC is intended to have air and ground combat, but have you seen even some basic starter theory-crafting about how it's supposed to work? They're surprisingly light on discussion of it, despite a hand-waving culture where Chris will say yes to mocapping dogs at the drop of a hat
Yet despite that they've sold the Ballista variants ($140+), Nova tank ($105), & Cyclone AA ($80).
Of those only the Ballista & Cyclone AA are in-game. Let's check out how they're doing currently:
The Ballista:
'Are Ballistas reliable/usable in their current iteration?'
Source: https://www.reddit.com/r/starcitizen/comments/jjo19w/are_ballistas_reliableusable_in_their_current/gae22x4/
Source: https://www.reddit.com/r/starcitizen/comments/jjo19w/are_ballistas_reliableusable_in_their_current/gadplq9/
Source: https://www.reddit.com/r/starcitizen/comments/jjo19w/are_ballistas_reliableusable_in_their_current/gadu3cn/
(But hey don't trust those amateur views. Sean Tracy is also of the opinion that it's
currently pointless and dull to try and use one in the PU

)
The Cyclone AA:
2 years after it arrived in the PU, someone has finally got a kill with it
Source: https://www.youtube.com/watch?v=otvOL5DgX1M
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In short, they're both currently pretty terrible. They neither function well currently, nor have an in-game reason to exist, beyond sandbox foolery.
I'm sure adding a tank will magically resolve issues such as these though

. (Not add loads of balancing issues, plus some bonus technical nightmares, like getting tracked wheels to play nice with proc gen surfaces

)
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You are right that ED is planning some form of full spectrum combat for EDO, seemingly. The distinctions for me though are:
- A) They're not trying to charge $140 for one vehicle during the pre-alpha stage...
- B) As such, they are not likely to get stuck with a concept vehicle if it proves technically unworkable, a poor fit with other design objectives, or unfun to use in practice.
- C) They're focused on a smaller sub-set of work than SC, with a deadline, and should be able to see it through to some form of MVP at least. In the case of 'full spectrum' combat, that could mean:
- Locations designed with ground-to-air / air-to-ground combat in mind.
- Missions designed to use those locations
- 'Rock, Paper, Scissor' pros and cons to ship / vehicle / foot armaments and defences. (Ideally harnessed by objectives used in the above)
It may be pants, guess we'll see. But the point is that with SC we
can see what's going on. And they're showing no great signs of any of those desirable technical directions at the moment. While charging a whacking big premium in the process. And quite probably lumbering themselves with the odd white elephant along the way, in terms of vehicles that they can't reverse squirrel on.
But hey I'm sure the test version of the Theatres of War testing module will fix all of this. With tests
So long as it's not a dead duck that is
(Apologies for the sudden shift into animal idioms

)