It was a bad idea from the start - separating modes. A welcome nod to minor subgroups of elite players, but eventually separation created way more problems than it solved.
Case in point: You can’t physically stop people from bringing in the cargo. They can’t hire guns to punch through your blockade. You, in return, can’t find support to reinforce your blockade. No heroes, no traitors. No story. An increasing number of leaflets carried in the shadow realms where there is no need in warriors, pirates, mercenaries, paladins, etc. Furthermore, ability to create interesting stories is suppressed by segregating commanders even further through horizons/ody/solo/pg/open.
What Egmont is on about is called leaving combat-oriented commanders in the cold, because the management was convinced that a version with rainbows and unicorns will sell better than a more realistically flavoured simulation, where people would be incentivised, sometimes forced to join efforts with trained space fighters, find friends and enemies and try simulating living in this ‘verse. So management decided they could have both concepts under on roof. They couldn’t. And the gradual fall in player numbers unveiled why they couldn’t. It’s not a unique story, in that regard.
That’s why it’s often better to choose one concept, one structure, not try to satisfy every potential customer and then bury yourself under rabble of problems caused by existence of multiple modes and their compatibility.
Absolute freedom (tm) is an interesting fantasy, but, in my mind, extra friction is essential to have a story tell itself.