I think it took me about six months to engineer up my suits and a selection of weapons from G2 bought to G5 + mods - but that was very part-time, less than a mission a day, and focusing the mission choice around ones with a useful material reward. Once I'd got to G3 and could reliably fight scavengers it wasn't too bad.
Did very much help that I was in Colonia, so:
- I started out with the basic upgrades, rather than mods, which all have relatively easy requirements
- it was four months in before the engineers showed up locally, and they didn't have SDP-type requirements
- by then I had enough loose materials to apply a few mods immediately.
That plus not trying to get it done in any particular timescale did I think help a lot.
As with Horizons engineering it gets way more fun
once you've built up a decent material stockpile so that you can at least part-build a new thing very quickly. The first time round is the most painful for both. Which is, definitely, not a good thing - but it makes it very hard to compare "Horizons Engineering with maxed out material reserves" and "Odyssey Engineering with virtually nothing" and know which bits are "Odyssey Engineering is bad" and which bits are "any Engineering without materials is bad"
To add to the things you liked - and things I think Odyssey engineering does rather better than Horizons engineering:
- All engineering materials are available as mission rewards, generally fairly quickly for the ones used for experimentals if you're able to do any mission type and aren't picky about which nearby faction it hurts.
- Outfitting / loadouts system means you don't need multiple identical "modules" in the same way that I have at least five basically identical 5A FSDs lying around
- Ability to buy pre-engineered modules which are "good enough" means there's less need to push everything and makes getting started easier.
- All upgrades are fixed price defined effect, no randomness
- There are very few (if any?) "junk" mods, whereas a lot of Horizons mods and experimentals are at best only useful in extremely niche cases.
- All the experimentals are relatively minor effects rather than massive power creep. Though the power range from G1 to G5 suits or weapons is still too wide to make interesting game balance practical.
- Rather better balancing of which engineers offer which experimentals; no engineers at all required for basic mods. Less of the "Marco Qwent" problem.
Thinking about the things you didn't like I'd agree with most of them - more in-game info on where to find materials, especially, since a lot of the out-of-game advice is actually wrong:
[*]Permanent modifications on weapons and suits, absolutely discourages experimenting with different loadouts. This was a lot of fun for ship engineering.
Countered to some extent by the "loadouts" system meaning that you can much more easily re-use items you already have, and to some extent by the experimentals being much weaker than their Horizons equivalents so it's not so crucial to have them at all, and to some extent by the availability of pre-engineered suits/weapons with mods so you can see the effect that way.
I still think it's a bad decision but I'd put it a lot lower down the list of problems than you did, because in the context of every other difference between Odyssey and Horizons loadouts+engineering it's not actually too big a problem: you'll probably want
a silenced weapon, it doesn't matter so much what weapon that is, once you've got one that can go on any of your loadouts.
[*]Objectively forcing players to choose the criminal path, which allows for more efficient mats gathering
This is absolutely one of the best things about Odyssey for me - it actually has criminal activities be at least comparably efficient to the equivalent legal activities. I engineered my suits and weapons with no murder and minimal detected illegality (and no relogging either) - lots of missions to offline bases - but it would certainly have been faster if I'd also done the illegal options just because I'd have got the materials I was using mission rewards for much quicker.
The problem is that the C&P system is still stuck in the Horizons mode of "criminal activity is bad, the
player should be punished". That needs replacing with a "Crime and Fun" system, which would benefit Horizons too, but Odyssey Engineering in isolation is right here, I think.
[*]Rather limited gameplay options to gather the materials, makes the gameplay very "samey"
[*]Limited options for NPC material exchange
All engineering materials (though not unlock materials) being available as mission rewards lets you in theory at least get any material from any task. I think this is more that all of Odyssey's missions are fairly similar whether or not you're using them for materials.
(Possible counterpoint, though not for me: lots of people seem to absolutely hate that Horizons material gathering requires doing a range of tasks, so "get all materials from this one thing" might be a positive for them)
[*]No in-game tools whatsoever to support player to player material trading
Subset of "no in-game comms tools suitable for communication with people you don't already know", really, but definitely true.
I'd also add:
* Far too many distinct types of Data materials (Goods and Assets are okay) - a problem shared with Manufactured and Data in Horizons engineering - leaving lots of materials with zero or one use.