Well yeah.. people are gonna complain when they put money into a product that has been quite frankly, half cocked at best.
Half cocked? I don't quite see that. Yes, i agree, there are many areas i would like to see improved, but ED has given me thousands of hours of play, very few games have done that for me. Even games that have been given amazing ratings and great reviews. Same for many players. They must be doing something right and appealing to some demographic... possibly just not the demographic you belong to.
I think we can look at some of the things that generally speaking do get applauded my a majority:
Flight model (yes, controvertial, some people wanted old style Elite/Frontier flight model, but that would overall probably have earned it a lot more negativity from the hoi-polloi)
Sound
Graphics
Galaxy Simulation
Combat perhaps, at least on the PvE side.
On the side of negativity, the most common (from my perspective) seem to be:
The grind (ranks, engineers, ships, credits, powerplay).
Mission/payout balance (regardless of whether you think 1 million or 100 million per hour is right, i think almost everyone agrees payouts are all over the place)
Multiplayer functionality and features (networking issues especially), at least for those in Open. Less of an issue for those who play PG/solo.
Since the topic is the grind, let's focus on that. I'll throw in my personal opinion of course, and you naturally might disagree:
Ranks (Combat/Trade/Exploration): This one is meaningless except for a few things. Access to Shinrarta and certain engineers require you to have certain ranks. I think the Shinrarta thing should stay, and anyway, you can get better discounts elsewhere and systems which are almost as good. I think the Engineers should not be behind rank locks though.
Engineers: They made some big changes here, that in theory at least has reduced the grind massively for many, although if you go for a complete new ship it can take a bit more effort. Still, with Brokers its a lot easier than before, and for the min/maxers definitely better, or at least more balanced. There are some grinds for access, but most of them aren't bad, especially if you are a rounded player, and they are one off activities, so barely a grind. I suppose the mining of 500t is a blocker for some, wasn't for me, i'd already mined 500t by the time engineers was released.
Ships (superpower ranks): The ranks themselves are largely meaningless, and people sometimes grind for them to get the ships. To me this is a bit anathema. I like the concept. Work for a power and if you stick with them, you get access to the locked ships. I do think the current approach is bad, because of course, some players will grind like hell for them, all the while complaining about the grind. My suggestion would be to use both a time lock and mission lock. Basically something like you need to run 10 missions for the superpower per month (combat missions only) and if you do that, at the end of the month you get a combat based rank up mission. Succeed, and you get the next rank. Fail, you have to try again in another month. The missions get progressively harder the higher the rank you go. This would stop people grinding and give the ranks at least some meaning - loyalty to the superpower and you have shown you can handle the missions for the rank, not just sat in a base mode switching for charity missions.
Credits: This is a joke these days. Partially due to FD leaving massive credit exploits in the game for weeks or even months, terrible mission payout balance where easy and stackable missions exist, and partially because over time FD have given in to the "credits are too hard to get" crowd and payouts have got higher overall while at the same time things that eat credits (repair, refuel) have been reduced. Not all of the changes have been bad in my mind, but it has got to the point where rebuys are almost meaningless.
Powerplay: Well, this I agree 100% its a grindfest, and one i stay well clear of. I have no interest in running to stay in the same place if you understand my metaphor. This occurs both at the CMDR level and the power level. You have to keep working to maintain your rank, which i'm not totally against, but if you are going to commit and try and maintain high rank, you are required to put in a lot of hours, and if you go on holiday for a couple of weeks, well, your rank drops. At the power level its even worse as power borders eventually become saturated based on player input. I know this kind of makes sense, but there is little room for dramatic shifts in borders based on good strategy and there is no real way of a power with many more supporters killing off most of the other powers. The more you expand, the more exponential effort your power needs. By the same token, if a power gets pushed back, it gets easier for them to defend... again, there is some logic to this, but it doesn't exactly make for engaging gameplay for me. There is no win/lose scenario here - only never-ending grind. So as i said, its not for me, even though some people might enjoy it.
Maybe you have other areas you consider to be a grind you'd like to bring up?