Not at all, in my opinion - Wings require ships to be in the same instance. Effectively logging out (one's ship will disappear from wherever it was when we join a crew) and appearing in the ship to be crewed is equivalent to (albeit shortened) to logging out and logging in in Multi-Crew - it's been shortened to lower the barrier.
Players complain that travelling to play together takes too long - so Frontier introduce a new feature that facilitates multi-player by temporarily placing the player's avatar in the ship to be crewed (and returns it to their own ship when leaving the crew, i.e. no permanent relocation by which the player would effectively enjoy Fast Travel).
Players complain that playing in a Wing reduces earnings (as rewards are shared) - so Frontier duplicate the rewards rather than split them.
Players complain that rebuy is too expensive - so Frontier reduce the rebuy cost per player in Multi-Crew (presumably by splitting the rebuy cost of the crewed ship between the crew members).
It seems that, given the complaints, Frontier cannot hope to please all of the players. I expect then that they're trying to please most of the players, most of the time - as that would seem to be a more achievable goal.
It seems that frontier will make a group of people angry no matter what they chose to do. It's one of those lose/lose more situations. They just have to chose if they want their game to be :
1) solo with time consuming coop setup and no concessions to consistency (max immershun*)
2) bite the bullet and have the game properly support coop
and solo at the cost of some consitency.
I think FD knows full well that there is a wide offer of quick play coop games, which don't need 30-45min of setup before getting in the actual coop play
and that at the moment a lot of casual players will fire one of those for a 1h-1h30 play session since the actual coop play time with the competition is 90-95%
of game time, and not ~50% like for ED. I love ED, but when there are friends arround (which is often) we play something else most of the time because ED
is so awkward for coop.
If one thinks that players enjoying coop are a small group / market, one is clearly deluded XD.
My personal take is the following : unless FD lowers the time entry cost to coop, the game will remain mostly play-if-no-friend is arround pick (for casuals), instead of a lets-do-it-together-now pick.
In the long run I think that would be a huge mistake, because if say SC comes in with convenient quick-coop play while ED sits in its 1984 retrotopia, SC (or other) will just swoop in the
whole market segment. In that line of thought, I really think that we should be able to instantly relog to a friend's location within 200 lyr with our ship paying the usual transfer cost
(I do think that not having instant transfer for d < 200 lyr is going to end up being a mistake).
What makes me laugh about immershun arguments is that those are one invoked when the feature would make coop/MP easier. I seen no one cry about
instant respawns upon death, ships not getting spagetified near BH, pilots not dying of radiation poisoning after flying near neutron stars and other extremely
radiative objects and so on and so forth. If I where FD I would just announce the developpement of high-bandwidth FTL com devices in galnet and be done with it.
I mean, if must exist in a low-bandwidth model for galnet and powerplay info to get "out there" isn't it ?