You could say I "Want" to play, but I get frustrated at what feels like an under developed system. The skill caps for everything in this game are so low I felt like i was hard walled after just a few days of playing.
IMO, the game difficulty is fine at the early stages, but soon as you B fit a cobra, you suddenly find yourself in a situation where there just isnt much room for improvement. By the time you A fit that Cobra and have the right skill set, nothing really stands in your way as far as combat goes. There needs to be ways to approach significantly greater challenges on a consistent basis.
Trading is fine. What can you really do to improve something as simple as finding good prices, and moving wares from A>B? You also have a lot of room for progression in trading. From Sidewinder>Hauler/Adder>Cobra>T6>Asp(for some)>T7>big gap> T9 and your profit curve will follow suit. Some people will grab an Asp because it's still got great cargo but has the guns to keep it's goods in it's cargo hold if caught. In the mean time, there's multiple ships with similar cargo to the T7 but with guns to protect their wares.
For combat, it's Sidewinder>Eagle>Viper>Cobra>A fit Cobra>Asp>Vulcher>Dropship(subjective)>Python>Fer-de-Lance>Anaconda. Some people even skip the Viper and go straight for the Cobra, and an A fit Cobra in the hands of a skilled pilot is a match for anything. Drop ships have a major hardpoint placement issue so most people dont even consider it viable, and in fact prefer the Asp as it's just more capable. The Python is considered to be the best combat ship so for some it stops there, but if you go up from there it's a toss up between the Fer-de-Lance and the Anaconda. The Anaconda is too slow to kill anything that doesnt come to it first. The problem is that once you can consistently and reliably kill Anaconda's that's it... What else are you going to hunt? Some people are considerably more comfortable in an Asp, and the Vulcher is an excellent ship (it's such a tough little !) but if a pilot is sitting in a Python it eschews literally any challenge that might have been left. An Anaconda wont kill you unless you let it.
I've posted elsewhere, but there needs to be more combat oriented content. I'm thinking of a more in depth mission system that would have you go out to perform specific, but challenging tasks and eschew the RNG system associated with finding your targets with the current system (which IMO makes it a total drag). It would also open the gates to wing based missions, as a group of players would be able to take on significantly tougher tasks (which would also promote positive interactivity!), and ontop of all that give a way to scale up the pay rates for mission runners. A well designed system could have missions that pay 500k-1million credits but would take roughly 45 minutes to an hour to do, and be extremely dangerous and tough, or smaller missions which are a bit quicker but only pay like 50k.
I dont think directly increasing the bounty payouts is a good solution. IMO, it's fine as is. A new pilot would essentially have to cut their teeth on some randoms before they were able to safely perform these higher ranked missions.