I have no issues with the concept of engineering, to be able to tinker and adjust your ship for various tasks.
Done correctly, this will lead to diversity and reason to try different things.
But here are drawbacks, as there will eventually come out these templates builds for various activities, that is based on a min/max the build.
Also the collection of materialsetc needed to do the tinkering, could offer various gameplay activities, that normally would be overlooked.
So there is great potential for much enjoyment for these kind of things. But as we have seen, there can be lots of pitsfalls, that makes this into a less fun experience.
I think the revamped engineering was an improvement over the old system, as it was less random on would it be a better one or a worse one, it would always improve...
But certain things that the old system could give, is missing form the new system, like in the old system , you could get lucky and run a class 5 shield on a Trade Cutter, that is impossible to achieve in the new system.
Gathering materials, this a mixed bag, and here we have had lots of changes to take away the worst of the bad this introduced. But there are still things that can be done to improve this. One of the bigger changes to this was the material traders, that atleast allowed you to hunt for stuff you actually could find and trade it for stuff that you needed. There have also been many changes to where and how you find stuff, and these have both been hit and miss in my opinion. Here I think the key should be diversity on tasks you can do to find different materials. Sadly, what I would like to see would in many cases require new game mechanics, so we are sort of stuck with the current fix of material traders.
One of the bigger let down I find with the implementation of engineers is that there is very few side grade options, and much more of a simple upgrade.What I mean by this, is that if we start to look at modules and weapons and what are we choosing, it should be apparent, that there in the end, we do not use most of the options available, since they are inferior to the ones we pick. This is more true for modules, compared to weapons.
This also leads to a power creep, so even if you want to try a "vanilla" ship, and the compare that one to a engineered ship, it soon will be quite clear that the engineered ship, is so much better, and we do not need go to G5 max upgrades, even G1,G2 and G3 upgrades is a huge boost. But many get stuck on the min/max rant of I must have G5 on everything, and nothing else is acceptible, and then getting mats for this sucks follow up.
TL;DR
So I do enjoy engineering, I have done lots of it, and I have several ships that is fully G5, and I have collected alot of materials etc, so I can go crazy in engineering a "new" ship. And for my play style, PvE, I can now do lots of things, that I could not do before, engineering allows my own lack of flying skill, to excel in my superior build compared to the NPC's.
I do not mind driving around a planet in my SRV for hours. but I do understand people who do not like this! I do not like the new resource sites on planets, but I know others who likes them. So we have different options, I that I like.
So being a reasonably big hoarder of stuff, just all of my ships have collector limpet controller and limpets... so I really hate ships who keeps using Point Defence to destroy my collector limpets. I do get why we use things like relog on resource site, and healies for feelies mechanics, as these are the response from players to minimize their effort todo something he find less fun, indicating that the game mechanics might be flawed for these activities.
The system have lots of potential for improvements and diversity in many areas. But I believe we are better with this than without. I have not covered PvP as I am not into that.