I fail to see how my critical thinking skill (is that a thing) or observation skills require work. Please point out the game design issue caused by engineers. You know what feel free to point out your issue with balance as well.
The NPCs in higher level missions are engineered and well engineering is more of an end game activity NPCs are meant to feel weak end game.
There is very little difference between buying A rated gear and engineering at this point in time as results are all fixed. So from a multiplayer game perspective the issue is minor.
Seems like you have already dealt with any power creep issues you might have had.
You seem bothered by lack of content while being against engineering which is content. The others had issues relating to power creep your points seems to be more of sideways dig at FD for the game not being how you want.
1) Huge divide created between engineered, and factory-spec ships.
2) Since all players can interact in the same environment, engineering is mandatory to remain remotely competitive.
3) Engineering is part of an optional DLC, so people who just own the base game are screwed.
4) NPCs need to be balanced to be fair vs. factory spec ships to keep the game from being impractically.difficult for players that only own the base game
5) This leads to PvE content being generally laughably easy for an engineered ship. Since engineering your ship is required to remain competitive, players are effectively forced to make their PvE experience trivial and boring
6) Buying a new ship no longer feels like, "Cool! I've upgraded my ship, and am making progress!" Instead, buying a new ship feels like, "Oh jeeze. I have so many parts I have to engineer, and so many materials to gather. Better get grinding."
7) A-rated is meaningless, as an A-rated ship is trash compared to an engineered ship.
8) The enormous pressure and importance of engineering has made material gathering a huge focus of Elite, instead of credit gathering. Credits are universal and can be gathered from nearly every activity. Materials are specific, and can often only be gathered from very specific activities. The net effect is players are forced to spend game-playing-time doing things they don't enjoy.
9) Balance issues like the problems with defense stacking are HUGELY amplified.
I could go on, but I'm both tired in the general sense, and tired of going over these problems over and over. For more information, just look through some of the threads I've started. "How FDev Empowered Gankers..." etc. is a recent, relevant one.