One potential for the 'power creep' in credits I think is that ED only had a single 'progression' system. I.E. how many credits do you have (and therefore what ship can you get)
Then engineers came along to add another progression system with it's own 'currency' (the mats) which also has undergone a revamp etc and made easier.
The only other 'progression systems' were the navy ranks but those are a 'one and done' system so ultimately have a very limited value...
When you only have a small number of progression systems in a game you will get a large 'power creep' to keep the feeling of movement as player are notoriously fickle and get bored so start looking for the 'next big thing' and when that require a large 'grind' then people complain etc. The other aspect of a simple progression system is that to 'expand' the system which require more or that system then rewards often get boosted so the 'early game' pretty much becomes such an insignificant process when it used to be an actual achievement to move to the next tier or progression etc...
just my 2 cred ramble...
Then engineers came along to add another progression system with it's own 'currency' (the mats) which also has undergone a revamp etc and made easier.
The only other 'progression systems' were the navy ranks but those are a 'one and done' system so ultimately have a very limited value...
When you only have a small number of progression systems in a game you will get a large 'power creep' to keep the feeling of movement as player are notoriously fickle and get bored so start looking for the 'next big thing' and when that require a large 'grind' then people complain etc. The other aspect of a simple progression system is that to 'expand' the system which require more or that system then rewards often get boosted so the 'early game' pretty much becomes such an insignificant process when it used to be an actual achievement to move to the next tier or progression etc...
just my 2 cred ramble...