I think an answer to this is currently there's little point for FD to make more traditional gameplay for ED. The die has already been set. ED is a massive game sim universe where it would look incongruous imo, if they added Everspace type gameplay to a few systems. FD are committed to a galaxy wide simulation and in a sense the gameplay is more or less an upgrade of FE2 and FFE with generated missions in each system, and where in the thargoid storyline case, it's run by FD and instead of the tasks in FFE, now it's optional for the player to gradually "grind" for the materials and visit the hand crafted gameplay(guardian ruins, thargoid materials) to eventually reach the special new modules.
In fact all game development is still limited by what they can do with a big scope. StarTrek online gets to the same point after its hand crafted missions run out. And the playerbase don't return until they install a new set of missions and content and their universe is much smaller, less than a hundred star systems. The X games may look busier, but they are in fact like a confined sim-ant-farm masquerading as a space universe when the entire gamespace is a 2D scrabble connection of locations with compass direction doors. SC is still stuck in one system and a very buggy mishmash of different cryengine levels. I'm already "bored" with FarCry5 after making it past the first sub-boss. The routines of the enemy npc attacks are now repetitive, the mayhem possible which was loads of fun for several hours now seems predictable. The weapons are arcady with a limited number and nowhere at the sophistication of the ARMA weaponry. (interestingly I've found myself having stopped playing Farcry5 (at 20% done), and am now back to ED)
An old example is the first Elder Scrolls game, Arena. You could go across the whole world of Tamriel, but in the end it was all procedurally generated, the shops were all the same, the buildings, the rng of possibly finding ebony weapons in a chest at level 1 etc. The dungeons besides the major quest ones were randomized within the same four level borders.
Eventually ED may have the resources to put a handscripted storyline which may work better with spacelegs and atmospherics or if it can manage more involved fleet actions. But at this point they probably can't. But no other game in the genre has reached ED's level of scope nor done better if somewhat closer. (NMS)
I had to google "incogruous" word =).
And ED suffers heavily in that regard. 1:1 milky way, logical technical design-wise ship models (exept FDL...), and graphics set a some sort of plank in realism. And then it never come close to it.
I had posted on it before, so I won't go into that too deep.
But it is not even the point. Fdev does not apply any difficulty vector but "time involved" for everything concerning progress.
How about Goid body parts made necessary for G5s? How about guardian ruins being guarded by boss of some sorts?
And I'm not even touching on economical gameplay. Aphotheosis of a trader gameplay here is to haul biowaste on a T9.
Let's take previous money exploits. Would backlash caused by them be as severe as it was, if getting to 300mil/hour mark would involve killing 25 modded Anacondas and a couple of Farraguts in a single instance by yourself or in a wing of four?
Do they fear of backlash of people which do not want to use their brain/spinal cord/social qualities for progress in this game?
Or do they fear that same people would cry too much if people which would use those qualities will progress faster?
Or they simply view their
target auditory as people which won't bother with difficult stuff?
Either way, all outcomes of developement with such concerns in mind would be a progression consisting of repetitive dumb actions. With
"time involved" as only difficulty measure. And which we have currently.
Failure of CqC only proves them in that regard, despite it being completely torn away from in-game progress. It does not affect it nor is affected by it. And PvP templating is what killed PvP in WoW.
And I fear that they would abandon all Goid-level stuff of difficulty because there are not too much people who involves themselves in it. The fact that is simply because killing them gives you nothing might elude Fdev again. Not to mention that even roleplay-wise motivation to bother with them is quite vague.