I would think that's down to innefficiency of design, and probably limitation of the engine..
PP: Huge amount of resources and effort
CQC: A separate game really?
Multicrew: Limited by their engine and choice of networking. ie; rubbish
Codex: never use it so can't comment.
Galnet: Never use it so can't comment.
On the flip side, they did update mining, and to me it is much better. Even with the bugs. They updated exploration, ham-fisted approach, but it does work? They updated engineers, again ham-fisted but working 'ish..
In one foul swoop, I'd update this game with combat zones in systems (tiered res, high-res, haz-res (as they are) and add, dangerous and very dangerous (Those 2 having much tougher ships and not just be ammo wasters). I'd also remove the run-away mechanic. Then I'd add non-pvp to secure space and make anarchy PvP centric. I'd also remove the current crime and punishment and replace with something that makes sense to humans rather than muppets.
And none of the above would take 6 months in it's entirety to do.
EDIT: I'd also balance the combat and exploration returns to match mining returns. Doesn't make sense to be able to make .25 bn credits mining while you can barely make 10m per hour in combat res's.
Indeed. PP? Huge waste of resources. PP describes a god's-eye-view perspective: a strategy game in which pieces are moved on a board. But ED is supposed to be a world viewed from the ground up: you're just one pilot and your ship, in a vast, vast galaxy of many other pilots. You're basically one of the many pieces on the board, trying through your actions to influence how the god-characters moves all their other pieces. That clearly does not work and makes no sense whatsoever. And why should I even care who rules a certain sector of space? It makes no practical difference. PP should never have been introduced --it's again ED trying to be all things to everybody, and forgetting what it was supposed to be.
Meanwhile the obvious strategy element of the game,
managing your ship, its resources and its crew are totally overlooked. This is why we are left with glaring omissions like: modules don't wear out over time. You don't have to stock, or run out of consumables. Crew don't get their own escape pods.
CQC? Fun, but could have been integrated in the game as a sports career path, not sort of bolted on the side. But again its addition feels like trying to be all things to everybody.
Galnet? A lot of cliche lore that doesn't paint a realistic, textured game world. Story lines that came from the reject bin of Game of Thrones.
High-sec systems should be safe: patrolled by well-armed police force with jump inhibitors which will destroy any griefer and make it impossible to dock at any of the stations in the system and other local high-sec systems. Low-sec anarchies are free-for-all, visit-at-your-own-risk systems. This would keep the game balanced for newbies and veterans alike. Doesn't need any artificial, world-breaking shenanigans like beginner systems that you cannot visit again once you leave.
It's just not thought out at all.