I really hope there’s more nuance than that. What I liked most about BGS 1.0 that there were mission types that had “negative” effects on a faction, even though they improved a faction’s influence. Most players favor “easy” credits and are indifferent to what faction they work for, so I could rely on random players to “grind” influence, while I concentrated on shaping faction states to move that influence where I wanted it to go.
It also fit my personal narrative as an Imperial Agent. By feeding the vices of corrupt Federation officials, I was ensuring that eventually they would go too far. When the brave freedom fighters, supplied with credits I freely donated and equipped with weapon I smuggled in, on top of the missions I ran for them, rose up, they would have the support of the people.
Smuggling in weapons and drugs can just as easily undermine a power as targeting civilian ships would, just as mercenary work and bounty hunting can support those in power. Not to mention other forms of espionage, like sabotage, assassinations, or data theft.
My hope for PP 2.0 is that I can regain that feeling of being an Imperial Agent, manipulating events behind the scenes. Needing to examine each mission to determine its effects on local factions was much more fun than the current “spam influence missions” BGS 2.0 became. Examining the situation in my theater of operations, and then seeing which missions best suits my time and talents based on that situation is ultimately what I want from this game. Not wealth, or massive ships, but having interesting decisions to make.