This can be. Often times people don't even realize why a certain activity is fun for them or how the game archives this. Not suprisingly some even cannot comprehend issues devs or other players explain.What sort of basic knowledge are you suggesting is needed? I think a player should be able to give their feedback/observations regardless of their knowledge level - their fun is just as valid a criterion as the fun of someone who knows the game backwards. In fact, sometimes it's necessary to get fresh eyes on things.
I would agree with your view if it was for other games, that have a dedicated ending. Due to EDs open ended nature make long term goals a feasible way to design player progress. Additionally bigger and better ships and modules are more of an opportunity than a requirement to experience the game. However, this design simultaneously makes a lot of ships kind of obsolete, as the games does not provide a reason to use them. Need For Speed Underground had a similar issues, because you could beat the game with the first car you received. Player freedom and progression oppose each other. Personal preference might play a huge role in this, but if you look at games, most of them take the route of restricting the player in order to establish a progression system. The first few hours of ED have that kind of progression system, but then it gets pretty much thrown under the bus, currently.Nonsensical I suppose for those who have as much time to play as you clearly do. Unfortunately, for us lesser mortals for whom this is a GAME and not a JOB, the credit earnings would be a massive issue if dropped by as much as you suggest. It would require a re-balancing of the entire economy, including ships and modules, not to mention mining. You can't just slash credit income by half and call it a day, especially not if a privileged group of players will be almost entirely unaffected by it!