This is fundamentally false and it's tainting your entire perception of the game.
I'm quite sure that for someone like you, it may be the case. But it's simply too hyperbolic to take seriously as speaking for every CMDR out there.
Also I wasn't handed anything. We can have a constructive debate about the pace at which one advances, sure, but hyperbole like this doesn't help your case. It's just inflammatory rhetoric imo.
I don't feel like I was being hyperbolic.
Even the lowliest CMDR gets free ships for life, a magic ejection seat that beams them to safety every time they mess up, and preferential legal treatment that makes South African Apartheid look like a model of egalitarianism...and that is barely even hyperbole!
I'm certain your CMDR was handed a whole lot, because
my CMDR was handed a whole lot. He was coddled by every conceivable mechanism, back when the game was radically more difficult than it is now.
Lack of success? Being able to wind up meaningfully worse off due to a mistake?
Even at it's most difficult,
Elite: Dangerous had safety nets aplenty and never really lived up to that 'cutthroat galaxy' that's still in it's description. It's so far divorced from that now that it makes a mockery of the original vision for the game.
Yeah, you loose everything you still get a free-winder and not an alley to get drunk alone in for the rest of your short life. IT'S A GAME MORBAD.
If you have so much as five percent of the value of your ship, you lose next to nothing. A handful of meaningless credits, maybe some cargo or exploration data, perhaps failing a few missions. The game has plenty of explanations and warnings...one has to be quite deliberately reckless, or willfully ignorant, to not be able to cover the insurance excess...and then you get the free Sidewinder and access to a slew of activities of trivial difficulty that will rapidly replenish your CMDR's funds. Losing one's only ship without enough to cover rebuy is an extremely rare event that still doesn't amount to a meaningful setback in the current game.
Unless you have HUGE teams continually cranking content, you aren't gonna create enough material to last years. Stop trying: Make EXTREMELY GOOD content that you know is finite, but of the highest quality.
I could have sunk 10k hours into ED 1.4, but new content, any content, sells. Quality is less of a concern, because polish generates less hype and attention than novelty.
I play Elite Dangerous because I have direct control of my ships - I like FLYING space ships.
I backed and am still playing
Elite: Dangerous primarily because of the flight model and because I was looking for a successor to
Jumpgate (a player driven MMO). I ruled out many other games in the process, including EVE, because they were lacking in aspects I considered fundamental enough to be dealbreakers.