Yeah, the pacing and constantly hitting artificial walls due to content not being implemented really hurt the overall experience, but they seem to be working with limited resources.I don't know what that means. If you want to say something, say it. Do you disagree with how the Titan content was put out? Do you think it would have been better if it was dumped all at once on the players? If you followed along with the stages in the Titan content, it's not too difficult to do whatever shenanigans you aim to do there.
It's not great as a tutorial because of the same progress walls with gear unlocks, once you learn how to deal with the thing a new piece of gear gets involved that makes the old knowledge less useful. Elite also ends up telling you the solutions instead of letting you figure it out for yourself - except for ECM, but that could just be an oversight. It's more fun to figure out the solution yourself instead of being handed a new piece of single-purpose gear by Aegis and told where to use it.
Normally in games this would feel different and better - when the game introduces a new tool that solves a problem for you and lets do do more things. Elite was so close to doing that here, but since things are very gated to specific gear the gear becomes a hard requirement not a tool to make the game easier. The alternative path would have been to let purpose built fast ships with a lot of armor brute force themselves through the pulse and do research/rescues without having the pulse wave to highlight deposits.
It's a tricky balance and getting it wrong can make the game feel like it's just adding arbitrary problems to increase difficulty before nerfing it with gear-based power creep, but the problems/solutions for titan exploration are actually conceptually really cool. The way it ends up percieved in Elite is more grind to unlock access to the titan, which isn't entirely fair but is increasingly true with every piece of gear required.
An example of this done right is the Experimental Module Stabilizer that's entirely optional, has downsides and unlocks many new builds for AX.
It could also be that the mechanics exploration aspect of this got toned down because most people would run into exactly the type of problem the OP describes - trying and failing is extremely frustrating due to how punishing it can be - it takes so long to get to the maelstrom and it can be over in just seconds unless you have a tanky ship and/or great situational awareness and flying skills to evade interceptor/hunter fire if you do get spotted in the maelstrom.
I remember when the last few titans dropped we were briefly able to put carriers around the planets they were at and do quick trips to poke around and respawn/repair quickly instead of being delayed by multiple hyper/interdictions on the way in, which is the real pain point imo since they're forced into an almost-inescapeable fight with a rng-heavy troll enemy where the outcome depends more on their attack/shield patterns than anything you can do as a pilot to outfly it.