You seem to be equating having an unlock procedure, which means not everything is accessible on day one, with some cruel and unusual punishment, rather than something which is very common in games.
It's doubly funny when you refer to someone's suggestion about engineering costing a fortune as if it was some kind of alternative content gate (the same account I posted my engineering stats from earlier has over 10 billion credits in assets and here's the thing - I haven't been doing anything like credit maxing on it - it's my 'just for fun' alt account.)
I certainly won't be paying Lori Jameson (for example) a visit any time soon on the alt because I hardly do any combat on it but that's fine - I can live without a grade 5 surface scanner for a while. The unlock requirements for most engineers are relatively trivial for people who actually play the game (i.e. not you obviously).
(Edit: For clarity I'm talking about ship engineering here, not suit engineering which I really don't give two farts about.)
Indeed
I don't think removing unlocks is good. But making engineering materials more acessible is.
There are flaws in the engineering system for sure. But having to unlock most fo them after the initial 4 is actually a well made part of the content.
It gives porpuse for the player, unlockables that they will keep finding new reasons to use through their play time.
Eventually having more reasons to do new things.
I have most engineers unlocked, left the Colonia ones, for a day me and my friends decide to do a long trip. Never needed them, and left them for the future.
So I have a goal there, to come back with some pinned blueprints.
Everyone might feel the problem is a diferent one. But the Original post already Highlighted the main areas of discussion.
Problem is the avaliability / aquisition of the materials. Making the process of upgrading modules, more tedius and repetitive than it should.
-Farm loads of materials
-Spend them with random variations consumption and results.
-Do this again for every module
If you want G5 thrusters or G5 FDS, commun things to want in every ship. It's not an unlock, you will repeat the farm and upgrade process multiple times.
Imagine if you want to test something new, and you don't want to copy from other CMDR's build on youtube...
There are players with way more.
This repetition and the amount of materials needed is less acessible than the engineering unlocks.
Because it's very deviating from what you were doing, and demands dedicated activities, multiple times.
Any player wanting to upgrade a module they already made before, might check and find out they need to spend 1 hour going on an SRV somewhere to find and shoot at crystals or brain trees. For the second time this month. Because after the engineering unlock, the rest is recurrent gameplay.
Recurrence of the same activities in engineering is the real pain.