I think that is a big part of the problem. If only a limited area of the game is profitable, people will tend to lean on that one section of gameplay to advance. Not to get off topic, but the frequent rebalancing of weapons is often attributed to prevent one winning setup from dominating the game and encourage diverse setups. When the mission system has that same problem, it would seem to need fixing.
I think I have truly underestimated the Anaconda.
I find it funny, although not ha-ha funny, but more in the sense of it being ironic that my essentially casual game-play style has lead to me being in a sweet-spot vis a vis the passenger missions. I have always felt that I'm an outsider looking in, especially after I started dipping into various forum threads here and getting just a glimpse of the stuff that the more elite players are involved in. I guess in my case, it all comes down to accepting my personal limitations and just how much time I'm willing to invest in any one thing, whether it be hobby or 'work' related.
Yesterday I ran another fairly lucrative 13.4-Mil 4-destination tourist mission - Flickr static. Although with 4-destinations and the extra time that took, I might have been better served by just running shorter tourist missions or some of the bulk passenger missions instead.
But I kind of like any chance to fly my 'new' Conda and this also provides a good segway into your Conda comment and how my entry-level Conda at 166-Mil - EDCD Coriolis, may be a good 'starter-ship' for some people. I rolled some of the proceeds from the mission yesterday, into upgrading to a 6B Fuel Scoop from the 6C shown in this build.
And this provides a further segway back to Pookii's earlier comment, raising the issue of whether or not to re-install the game and get back in the saddle. If people take a look at the initial 2.2.03 Beta Main Menu - Flickr static, the main purpose of the beta at that stage was for players with existing Engineer mods, to test them.
I have not been dedicated enough in the current full game to take on the extra work involved to engage with the Engineers. But in the beta I was able to take my Conda from a normal jump-range of 32.95-ly, directly to a Level-5 FSD Upgrade with a jump-range of 42.87-ly. Needless to say, that impressed the heck out of me. So I'll be checking out the new Engineers setup when 2.2.03 goes live to see if I can handle the work involved.
Although I imagine that Frontier will need to strike some kind of balance there. They won't want to make the Engineers stuff too easy. But at the same time, drawing more people into that aspect of the game has numerous benefits. But we also have to put the Engineer upgrades into perspective. They are certainly a benefit, there's no denying that, but there are still limits to what they can do. So I think this leads to the need for some kind of new 'cost-vs-benefit model' in the game.
And Pookii also commented specifically on the Fixed vs Gimbal Weapons changes being considered, as mentioned in the 2.2 Update: Combat Balance Adjustments [UPDATED] 21-Nov-2016 thread.
In this case I found that it was kind of a reverse whammy that could impact me negatively, because after watching Rinzler o7o7o7's - The Git Gud Guide to the Gunship - YouTube, I decided to go with 7 gimballed multi-cannons on the Gunship that I had at the time. It has since been replaced with a roughly 37-Mil Federal Dropship - EDCD Coriolis.
I saw this as kind of a lazy man's way, as a traditionally non-combat player, to *potentially* enhance my ability in combat. But now this strategy may be impacted, to some degree, with the planned changes. I suspect that later stages of the 2.2.03 Beta may request that players focus on testing some of these weapon changes planned.