Having a non-linear price/performance progression is not a problem for the game - quite the opposite, it gives players the best of both worlds.
Casual players can get that rapid taste of progression as the low-level content. In a single evening they can upgrade modules and get a real increase in performance. For more dedicated players that are just starting out, it can also help hook them into the game initially, as they see things changing quickly rather than having a largely static game. Even with just 20 hours of play-time, they can experience a wide variety of different things in the game.
More dedicated long-term players benefit from this non-linear progression as it ensures that they don't just experience all the content immediately after the first weekend of playing. It gives them goals to work towards and heights to aspire to. It produces aspirational content that only a fraction of the players will ever directly enjoy, but others will hear about it and want it. It's the long-term top-end stuff that keeps the long term players playing the game even after several hundred hours.
The problem occurs when casual players don't just want the aspirational content, but when they expect to get access to it and then rage when they can't get it.
This is also mirrored in real-life, as the top-end products tend to have price tags way beyond their actual performance as you are paying for the combination of specialisation and prestige. With computer components, you can pick up a cheap GPU for a basic monitor output very easily, spend a bit to get a 2070, or spend a hefty sum to get a bit more performance out of a 2080, spend even more for less of an increase for a 2080Ti or literally throw your money away by buying a Titan RTX for that marginal performance increase.
Remember that A-rated stuff is literally the best money can buy, you are paying a lot for it and any organisation that cares about cost efficiency would do better by going bigger or wider rather than going for A-rated stuff. Even the military stuff is "only" B-grade, and that's pretty pricey compared to lower grade stuff. Comparing A-rated stuff to C-rated stuff is like comparing a Bugatti Veyron/Chiron to a top of the line BMW 5 series. You wanna car? Stick with a BMW or even something cheaper. You wanna show of and truly make the most of the roads in your area no matter the cost? Well, hope you have plenty of money to hand...
But it has also created the situation were all the small ships and modules are prices so low there is no progress in the earlier levels and all earnings are scaled to the massive prices of the upper end ships.
According to the first result on Google, which probably uses local shops
A Titan RTX is $2,499.99
A 2080Ti is $1799.00
A 2080 is $1299.000
If it was Elite Pricing it would be
A Titan RTX is $54,558.00
A 2080Ti is $7794.00
A 2080 is $1299.000
Originally there was a progression but it would become an irrational increase for the next tier so over time earnings increased
And now everyone would earn $50,000.00 an hour so so ignore the initial tiers all together
Rather than cars look at Container ships
A 2500TEU geared Container ship averaged at $15,00,000.00 in 2010 second hand
A 3500TEU geared Container ship averaged at $18,00,000.00 in 2010 second hand
Where as in Elite
The Type 7 is 310 tonnes at 17 Million
The Type 9 is 790 tonnes at 76 million.
The opposite of the real world, as no one would be buying a ship costing them MORE per ton as an upgrade.
the problem all stems back to the price of ships and modules relative to each other.
For modules each upgrade in Rating and size gave ever smaller and smaller increase in performance compared to cost.
Compare the 1E Fuel Scoop performance and cost to the 1A
Compare the 1E Fuel Scoop performance and cost to the 2E 3E etc
Similarly the Power Plant and so forth.
Then consider the Costs of the Starting ships, their modules and capabilities to that of the mid range and high end ships.
Every Credit gives you less and less for what you get an increases exponentially, yet the increase in capability to earn credits was relatively a
So for example a
Trading Hauler costs ~400,000 CR and carrying 22 tons
A
Trading Type 6 costs ~2,900,000 CR and carries 106 tons
So ~7.25 times the cost for ~4.8 times the Cargo units with a small increase in performance and suitability etc that is hard to justify that extra cost.
The issue is compounded by A rating, or in the larger ships,, where the cost ratio increases far more than the utility.
It is not a question of how much can I make on any given cargo run, nor that both ships can eventually move a million tons given unlimited time, but how many cargo runs and how long does it take to pay off the investment in the ship.
If a ship makes 100CR a ton profit trading
The Hauler from the example takes 181 trips to pay for the ship ignoring fuel
The Type 6 takes from the example takes 273 trips to pay for the ship ignoring fuel
So the upgrade in ship is less efficient and there is at no point does the Type 6 gain an advantage from its scale which it should if it was to actually be a trade-ship for sale in a universe with any verisimilitude.
Any exponentially relationship makes anything but the high end meaningless.
If the Anaconda was 1/100th its price and modules didn't increase in cost exponentially then earnings could have been balanced so that the Anaconda was reasonably attainable yet at the same time not make the first dozen ships skippable in an hour
A Compression in price also would have made trading more diverse in commodities
How much trade is there by players in regular commodities due to their relatively low profit margins to the few high value commodities.
But if the current hundreds of thousands of credits different between the average prices of commodities and it compressed down to where rational profits, when against rational compress prices, could be made on the vast variety of goods, ideally based on supply, demand, location and BGS (and Community goals?)
Again if you didnt need a million credits for a module upgrade but only 10,000 then to earn it in the same time, the profits from trading, or any activity for that matter, need not be as extreme and can be rationalized to all fit together.
Lets say as an example an Anaconda was supposed to be a 10 hour ship, and I repeat, just for the same of example to make the maths easier.
Currently that is 146,968,450 for the base model and so one would need to earn 1,470,000 Credits an hour.
That is more than the 13 smallest ships an hour and if one was to make a 50% profit on say trading on the galactic average
Crop Harvesters -> Coffee back and forth
That is 1739 CR a ton both ways based on average prices and a 50% return with no supply or damage issues for the example.
So 845 tons an hour and 8453 tons total
But if the Anaconda was 1,469,684 the earnings required is a smaller 14,700 Credits a hour
Noting that the aim to to compress the extreme prices not cut everything by a factor of one hundred so the small ships are sill priced similar as they are now, the larger ships are just relatively much cheaper than they are now
Using the Commodities prices above it is just 10 tons an hour so they might need to be adjusted and compressed to get the right place
The 14,700 Credits a hour then becomes a figure that makes it a reasonable option to progress thought the small ships &/or upgrade their existing ship to whilst still progressing towards the goal ship in the time frame planned
Basally make each CR worth MORE not LESS by simply adding 0s to the rewards to be able to pay for exponentially priced ships and modules and make the ships and modules be actually worth the credits and not just the next point in a mathematical formula
If you only need to make 30-70 CR per unit profit on a trade good for it to be a worthwhile trade, then more goods can be worth while trades, from Bio-waste and Algae to Clothing and Consumer goods, where as if you need to make 10,000 - 50,000 CR per unit profit then all those commodities worth less than that may as well not even be in the game.
The same for Mining, if the common ores paid a rational profit, the precious stones need neither to be so extremely priced nor the only way to profit.
Incidentally this also makes missions make far more sense.
Currently we have:
Factions Seeking to pay for x tonnes of goods and offering to pay for those goods the multiple times CR it would cost to buy a Hauler outfit it, fly it to a market that sells buy those goods and bring them back.
Economy Class passengers paying the price of a Hauler with enough economy cabins to carry them to move one jump away
Factions paying Millions of credits for you to salvage 4 tons "Commercial Samples worth 1/100th of that
Factions offering data delivery that pay more than it costs to buy a wing of Sidewinders to delivery the Boom Data.
If you didnt need missions to have so many 000s of CR to be reasonable progress then they once again add to the verisimilitude.
It would make sense a faction would pay a premium for some good that they cannot source locally, and don't want to wait for the next Bulk Trading Mega ship so commission a tramp trader but not so much that it would be worth more than the ship they are hiring.