I feel the existing body of lore (some of it now 5-6 years old) and the 'previous' writers* knew how to craft a 'meaningful' lore that looped, twisted and turned AND involved the mechanics of the game (...and the players) but at the same time headed for a meaningful and logical conclusion.
This is something I'd disagree with - I don't think we've ever really had all of those bits come together at once, so much as now.
Initial storyline (2015): lots of regular Galnet articles, connected with in-game events through CGs a little bit. The game mechanics of the time were pretty basic in what they allowed, of course, but it was a good start. (Nowadays, it'd all be routine - standards for what people want to see in game have rightly risen! - but at the time it was all new and a good introduction to "what's changed since FFE")
Delegated Era (2016): still lots of Galnet articles but almost all of them player-submitted. The big events of this time - Distant Worlds 1, founding of Colonia, Dangerous Games - were memorable but almost entirely disconnected from the existing lore and plot.
(Note in terms of "Michael Brookes" and "the original writing team" that Michael Brookes was still the lead on ED at this time. The good and bad points of ED storytelling really can't be blamed or credited on one person.)
Premonition (late 2016 / early 2017): the book may be good as a book, but virtually all the action took place off-screen from the point of view of the game. There were a few Galnet articles (many of which should have had in-game representation but didn't), some surface sites, a single CG, and of course the final event was memorable and player-involving but also going well beyond what the game was capable of. The major gaps between in-game Premonition events were largely filled by player-submitted CGs.
Beyond (2018): lots of inter-related storylines but again not much connection to things players could get involved with beyond the occasional CG. We
did get Nova Imperium out of it, though, which is somewhat significant if accidental - but other than that, there was a feeling that the writers weren't allowed to do anything which might result in changes to the status quo. Together with the repeating Thargoid skirmishes and raids it all felt very static despite the regular articles. Again, player-submitted CGs filled the gaps with generic "build X faction a station" work.
Initiatives (2019): only four storylines total, but all pretty good - especially Enclave - in mixing CGs with other game mechanics and in-game changes to both tell a story and result in persistent changes to the game world. The downside is that there were only four of them for the entire year with large gaps in-between, and the rest was pretty quiet.
Dead (late 2019/early 2020): it doesn't get much worse than "nothing at all happening", does it.
Current: (late 2020 onwards): lots of overlapping story arcs, picking up a whole bunch of things from previous lore - Admiral Vincent, Marlinism, Nova Imperium, the fallout of the Enclave initiative, Thargoids, Sirius, the Club, Black Flight, etc. - with fairly consistent in-game representation through CGs (including some new developments in CG capabilities), points of interest, and other game mechanics ... as well as there being more in the way of consequences of player decisions to support one side or another.
The last few months have felt a bit samey, unfortunately, in terms of game mechanics, but I can't imagine that going from "Odyssey release late 2020" to "Odyssey release on PC May 2021, consoles ... sometime in 2022" has helped much for anything new that they might have wanted to do with the story, or for having dev support for less routine activities. And the non-CG side of it through Galnet and POIs has still been fairly interesting. If anything it feels like they've picked up the old lore books and are starting to try to do something with them - including actually getting some of that content where we can see them rather than just where a few NDA'd writers can see it.