Very few people disagree with the outcome of engineering where your ship gets more powerful.
I'm one of the minority that thinks the effects of Engineering are as bad as the process. Upgrades are essentially purely inflationary and hugely so. The initial system was at least five times as potent as I was expecting/hoping for, and then 3.0 overhaul had to broadly outdo the very best of what was possible in that system, pushing things into levels of absurdity I probably would have simply left the game over, if that's what was announced back in early 2016.
In particular, post-Engineer combat is almost unrecognizable to what we had before Engineering...and I much preferred the earlier mechanisms and feel. Ironically, I also think that the introduction of Engineering significantly reduced the functional variety of ships and tactics. There were always 'metas', but subverting them and still having a competitive vessel could still be done. More apparent options, but fewer meaningful choices; that's what repeat synergistic inflation did to the system.
I thought the Corvette was the best combat ship ever once I got it. Sure thing, it's nearly unkillable in a RES and deletes pirate lord 'Condas in half a minute.
Then there was a certain CG involving a certain CEO of a certain ship manufacturer who went full John Galt and needed to be reminded of the stark realities of the world. During that my fully grade-5 "meta" 'Vette met someone in and FDL in a CZ and the stark realities were also reminded to me: a ship does not fly itself and firepower means jack all if you can't get a gun solution.
Ditched the "unkillable" 'Vette sometime after because it's a boring brick that doesn't encourage learning good piloting. It's much more rewarding to take a non-meta ship and prevail against all odds.
At least three-quarters of my CMDR's total rebuys are in the vette despite only 20% of his hours being spent in one. It's much easier to over-commit in a slower vessel and easier to make mistakes in ones that are more complex to fly.
Never lost a 1v1 against an FDL while in a vette (though a couple of top pilots came close)--the ship is a firepower and durability monster, not to mention more agile than she looks--but the vette isn't the sort of ship you bring to only fight one CMDR at a time.
many of those dissatisfied with engineering no longer participate on these forums
This is true. Applies to the game too.
There are 138 people on my CMDR's friends list. Maybe a dozen of them still play regularly. A large chunk vanished shortly after Engineers and never came back. Most only pop in around the time of updates to see if anything has changed.
Also, "100%" engineering a ship might also not be very smart. Maybe the "true" elite class players are those who know diminishing returns and the pareto principle . Those who complain the most about how much materials it takes to 100% G5 a module are often those who don't grasp that you rarely gain anything beyond the fourth roll. If your life as a PvP player depends on gaining 0.05 percent more hull or 20 MJ more shields, it's possibly time to stop engineering and time to start working on the piloting skills.
An edge is an edge and any advantage will produce statistically meaningful changes to outcome over a long enough period of time. For example, my CMDR has survived several engagements with 1% or less hull, at least a few with only a few seconds of life support left...and lost due to similarly slim margins at least as many times. There is an immersion/verisimilitude aspect to this as well. I wouldn't willingly go into a real fight without stacking the odds in my favor as heavily as possible, and I've always played my CMDR as a pragmatist who was never totally confident in that ejection seat.
Sooner or later those material bins are all going to be full anyway and there was never any much reason for me
not to max out everything, especially once the final outcome stopped being random with 3.0. Purely combat focused players may have a harder time though.
Skill plateaus as well. Twenty G5 rolls of materials takes less time to gather via entirely organic means than my skill is going to improve after 8k+ hours, especially when I have enough trouble keeping up with the biological aging of my body and the wear and tear on controls I no longer have motivation to replace or teardown every year.
Whoever thinks ED is a combat game that can offer easy/instant gratification as a newbie - you're playing the wrong game.
This wasn't always the case and Engineering is a large part of what changed that.
You absolutely can.
OK, you might have to carry a collector controller instead of another HRP.
I pick up stuff all the time, and just today visited a material trader because too many of my material stores were full, causing limpets to be wasted.
I'm still sitting at ~6k G5 rolls according to my CMDR's stats page and the bulk of those materials were collected while not explicitly out collecting materials and none of them were collected with exploits.
I also keep the extra HRP. Manually scooping tens of thousands of pieces of space trash is why I'm a better than average pilot.
The irony of it is that designing around delaying progression or having infinite diminishing progression is kind of a failed paradigm - games that significant amounts of people play for hundreds or even thousands of hours don't get played for that long because the grind demands it and people get suckered in*, but because their actual core mechanics are rock solid and fun (example - roguelikes). This applies to Elite too.
Out of all the video games I've played, I still have the most hours in the original Battlefield 1942...a match based tactical shooter with no ranks, no unlocks, no money, and without server-side mods, no stat tracking. You selected your class--which does nothing other than determine starting loadout--from a list, then you get to work on accomplishing tactical objectives.
Most 'progression systems' do nothing for me at all. I do like persistence, from an immersion and simulationist perspective, but the moment such mechanisms cross into the overt 'this is a game' kind of thing, the entertainment value is sacrificed.
I think it's entirely possible for ED players to organically acquire whatever is needed, if they play enough and aren't hyperfocused on certain activities. However, I still think all of these mechanisms, and most of what they unlock, are net negatives.
You're seriously filling the circle?
Every time.
One of the improvements the current system brought was the removal of the emergent God Rolled module where people obsessive enough could eventually create a super module at the cost of just a few hundreds of hours playing roulette using mats.
In the PvP scene, everyone (well, everyone that
also had appreciably more skill than myself) was obsessive (or cheaty) enough to make sure all of their critical combat components were god rolls. Personally, I never had a competitive set of drives for my CMDR's FDL until 3.0 came out, despite sinking several hundred rolls into them.
Doing this once a month for over a year, only to still be behind the curve, was a frustrating experience:
Source: https://www.youtube.com/watch?v=LoHsE7ewxCY
I think the divergent way would be interesting as it would do away with known cookie-cutter builds; there would be no final step available. I don't think it would end complaints about grind though!
It would also make clamping down on cheats much more critical and would still result in old modules being absurdly potent. As bad as I think previous and current systems are, an uncapped system would be even worse.