The economy feels very robust to me.
What economy?
The game has no demographic or supply chain simulation, just a disconnected scaffold of commodity supply and demand that exists in a near vacuum. CMDR trade and the system states they induce can affect commodity prices, but these effects don't extend beyond that; collapse of one market leaves others that should be interconnected totally unscathed and most activities that should rationally influence market forces do not. You can massacre whole fleets of trade ships in system with a population of a few dozen and the only thing that changes is the system state moves a few ticks toward 'civil unrest'. Prices of ships or parts, or the raw materials to make them do not increase. Outposts do not suffer from lack of trade. Populations don't change.
CMDR equipment and insurance are even more nonsensical and artificial. You can blow up ships ad infinitum and a replace is always available, whereever you happen to wind up, for 5% (or less) of what you paid for it.
In all cases, prices are divorced from money supply, and money supply is functionally infinite. Any pretense to scarcity has to be artifical, but if the game were to acknowledge that, most intended gameplay loops would be upended.
At best, we have a very flimsy pseudoeconomy with marginal depth and reactivity. It feels like a placeholder in an alpha, but the alpha of this game actually had a more fleshed out system.
I've put a lot of hours into the game in a short period of time and I've been rewarded with money and ships. Shouldn't that be how it's supposed to work?
That's not an economy, that's an arbitrary progression system/content gating mechanism. It used to reinforce the game's pseudoeconomy, but now it mostly just emphasizes it's absurdity.
Personally, I like a sense of progression, but this should come from logical and internally consistent interactions between the various mechanisms that define the constraints of the setting, not arbitrary gating.
So if someone says "it should take at least six months to get an Anaconda", then that means it should take six months of continuously grinding the top activity over and over and over ...
This isn't what I want, or what I think most people who have issues with the current pacing of the game want.
From my perspective, it would perfectly fine if a brand new Odyssey player, who was particularly fortunate, was able to log into their first session, bypass some station security protocols (or just kill everyone on an outpost in a system with a population of 22), and fly away with the most expensive ship stored in the hangar. However, I want that ship to have to have come from
somewhere. It's provenance could be simulated or abstracted, but it's value should be reflected in the time and resources spent creating it, and it's absence should have impact and consequence. That ship would still exist in the setting, and it could be stolen right back, or destroyed...as long as everything had to come from somewhere, balance would be easy to maintain, no matter what logical shortcuts were possible.
Nowadays with a much larger player base than in 1.0 ways to earn money quickly get found faster, get documented faster, get used widely faster ... but they've always been there. At least the current money-makers involve playing the game rather than spending an hour board-flipping then an hour sleeping in supercruise ... or selling mission cargo back to the source station ... or parking a turret boat next to a friendly capital ship in a CZ and leaving it logged in overnight.
The magnitude of 'earnings' has still increased dramatically, and most of these examples were unintentional bug exploits that were patched out. The greatest offenders in the current game's radical inflation of credit supply are entirely deliberate, and this is a fundamental shift in the game's flavor.
The Elite series has never been one where the money needed for a fully-upgraded ship has been difficult to obtain if you know how)
Prior titles in the franchise were all single player and it's far easier to excuse or overlook such issues in single player titles because it's ultimately up to the individual player to set their own pace...there is no competition from other player characters, and no one to be beholden to. This is not the case for a persistent, shared, multiplayer setting...balance matters, because what other players are doing matters.