Let's be clear about the wide gulf between ED and other MMOs.
In other MMOs where there is a theme park of activities, there are titles, skins, weapons, armors achievements earned for engaging in specific task categories. It can be pvp, pve zone clearance, gvg, killing a certain type of enemy, raid completions, storyline completions, farming, exploration, jumping puzzles, crafting, etc. etc.
These progression / reward mechanics for each type of activity incentivize participation in the range of game features.
ED has the credit. ED has the rare decal. ED has reputation purchase and system access gates.
ED tried to encourage some broad-based game play by locking engineers behind participation gates. This is unfortunately a misinterpretation of how progression mechanics work. Limiting access to a combat mod behind a trade gate for example is punitive and not related to trade status progression.
In my opinion, FDEV has created a very bland progression mechanic around ship acquisition. This means that there are truly only two required tasks. Credit and Fed/Imp rep acquisition.
The result is a progression mechanic that is focused on minimizing game play time. How can I invest as little time as possible to acquire the ships in the game? This is the question that drives players. This is the core content of ED youtube producers.
I hope I'm not the only one that sees this issue as a complete failure of game design.
Go ahead and argue about how to minimize your game time. The real problem is the design that makes minimizing game time as the goal of players.