Now, with the recent changes, it is much simpler to get mats for engineering, which is good, IMO.
And the reason this is good is also the reason some people feel compelled (since it appears there is some semantic issue with the word "forced" around here) to min-max. Not everyone wants a game to be a second job/life, there has to be some balance here, and it seems FDev often, if not always, misses the mark.
Look at how many PP2.0 ranks give "care packages". Those could all be stripped out; it's obvious they're only there to slow down progression, and then maybe people wouldn't feel as compelled to min-max their way through them.
I think part of the issue is that Elite Dangerous is an online game that, due to the addition of arx, naturally wants to keep players in-game for as long as possible like many modern multiplayer games, but it doesn't have the update cycle of modern multiplayer games, so instead they just make everything require a significant amount of time to achieve. See: the thargoid war lead up and execution.
It's like trading using the in-game tools, versus trading using inara. You can definitely
eventually get whatever credit goal you're aiming for using only in-game tools, but you can do it in a small fraction of the time just by going to a website that gives you information that Fdev could easily provide you in-game if they wanted to. The game design
compels players to use a third party tool, because the in-game tools are designed to slow down how quickly credits can be earned by trading.
The game loops get a little repetitive after you've done them a few hundred times already; I don't think it's fair to fault anyone for wanting to achieve their in-game goals with as few loops as possible.
I don't want to come off as someone that dislikes the game, though; I'm excited to see how the colonization stuff plays out. I'm sure it will be a truly breathtaking grind. (I kid, I kid!)