Combat nerf done on false premise about trading being profitable
Late night post, heh?
Your title contains two false premises to start with - combat nerf (can you elaborate?!?), and trading not being profitable. Perhaps you were referring to trading generating "too much profit compared too all other professions combined", not just "profitable", as it reads, hmm? But people already pointed that out, somewhat, so I'll just skip it.
To be abundantly clear:
Combat buff done on false premise about trading being too profitable? <--- Is that what you meant, lol? Still wrong on the "false premise" part though. It isn't a false premise, but, rather a fact.
Anyway, bounty hunting is almost linear, while trading scales and yields way beyond the former, in time. The way I see it, it isn't a problem at all - just an attempt to bring some sort of temporary balance during beta phase ED is currently in. Ultimately, "the game" isn't all about generating infinite piles of cash anyway, to me, it's about distributing influence between numerous factions by the way of trading, exploration, bounty hunting, mining, smuggling and pirating - something FD will finally attempt to accomplish with the upcoming major patch.
As for the RES problem, it is bound to be fixed. Or maybe I am completely wrong and FD is on MMO track with all four wheels? No realistic economy, just shoot infinite baddies as they come.. collect 1 buck from every fallen enemy, prepare for the next pack. Hope not. We'll see.
If, on the other hand, economies could operate with limited resources (be it cash, ships and everything else) the problem would cease to exist without the need to balance anything out.