Okay, I already addressed this, but I'll put it more succulently here: People interested in manipulating the BGS are almost always going to do so with the best tools. When they DONT have the best tools, they look around and go "hmm I want those better tools." In terms of time/effort people usually choose the most economical path to do so, so why would someone grind at a BGS in an eagle when they can work towards having a larger ship that makes that process more efficient?
So slowing down the rewards will not result in people ceasing to use murder vettes and super trade condas and cutters to reshape systems. It will just off EVERYONE ELSE. And as I said, a bunch of players already HAVE those ships, so slowing down rewards isn't going to result in fewer players interacting with those systems.
Basically I see a lot of negatives with no gains for the game or player base.
If the tools aren't hard to get, well then nobody has any excuse when trying to reshape the BGS for not having the best tools themselves. And has been stated by a few other players, if your sole objective is the manipulation of economies not flying, then you REALLY should be playing EVE that supports, provides for, and encourages that kind of gameplay. That game already exists. Elite does not need to become EVE.
I don't think you've understood anything I've been saying.
I never suggested that people not use the most efficient means in pursuit of a given goal. Rather, I'm suggesting a system where risks are a thing and setbacks possible, making the sort of goals people would target and the risks they'd be willing to take would be a major factor in what was practical to apply to these goals. Over committing resources should be possible and going all in should be risky, creating opportunities for one's opponents.
Also, none of these considerations should be limited to those interested in manipulating the BGS...Indeed, a major motivation for any change I'd propose would be to make the BGS
more 'background', so that it feels less like a game within and game and more like a natural reflection of characters interacting with the setting.
Assets already accrued in a system where assets can be lost will not prevent attrition from taking it's toll and eventually restoring balance. I'm much less concerned about the rate of progression (though I do generally feel the current rate is far too fast) and more about the lack of potential for setbacks removing any dynamism, and the gameplay opportunities that would go along with it.
I've also never said anything I thought would suggest my "sole objective is the manipulation of economies not flying". As I stated earlier, I want to play a first person fantasy space flight simulation, with minimal piloting abstractions, ideally in a setting that features a plausible setting (including a credible economic simulation) underpinning everything. When my goals are manipulating economies, which is quite rare, I would like to be able to do so
via piloting, not instead of it. I want my CMDR's agency in such a regard to be
more dependent on my piloting and
less dependent on his assets or my tolerance for grind loops. The economy could and should mostly remain a backdrop, but that doesn't mean it shouldn't have far reaching implications for all sorts of gameplay, including pretty much everything related to acquiring, retaining, and maintaining, the tools required to fly.
The various background mechanisms aren't a goal in and of themselves, they are means to an end. That end is the representation of, and immersion in, a believable Elite setting.