Part of the more general discussion around pay to win is creating value by degrading the game. And while you may not bite at the store, the game itself is still worse for trying to create or maintain that incentive.
But is making the game more accessible to "new" players (even if anyone playing for any length of time has had to "endure the grind", not something I noticed in 7 years, but I am odd in my gaming attitude and progressing slower with my junior accounts to not get disenchanted with the game, degrading the game? Or does it just appear that way as the feeling is that they should spend as many hours as others gathering mats, unlocking engineers, etc?
Did FDev design unlocks with this intent? Probably not all things considered, but the fact that they have brought up changes to engineering evidences that do see some room to improve there. And the fact that they think they can sell ships built to purpose suggests that they see that as having value for skipping a non-trivial task (otherwise who is this for?). So what I'm asking here is, are we not already dipping our toes in the water?
Isn't ED infamous for "THE GRIND!" that is used to scare away new players (and new player retention appears to support that sentiment), so reducing or removing that particular millstone, might be considered innovative enough, even more so if some are prepared to pay for pre-configured ships as a starter?
Until FD decide to sell items in their store that are impossible to fabricate in EDO (as H4.x is, essentially there for those who do not / cannot purchase EDO), in my opinion they are welcome to charge the willing for anything that exists in game, even engineered modules. Which won't be popular with some existing players, I'm sure, but the more buying and staying in the game has to be better, in the long run, for the longevity of the game.
Of course, as soon as they cross that line, I'll be off, not a 2nd thought or stop to wave goodbye, others may do as they wish, naturally.