You make another good argument for Star Citizen. Thank you.
Did I mention the maturity level over there seems to be up several notches?
I see the intent to joke, but the maturity level was up here when we were in alpha and beta, too. You launch a game, you increase the user base. The wider the net, the wider the variety of players.
I don't really see this is an argument for anything other than the current state of development.
As for Elite missing the potential to focus on the PvP war game and investing enough developer time to make every single ship useful in a variety of situations for cooperative and competitive play, you're right. The game is missing that.
Power Play is a political simulation of the Tier 1 NPCs in the same way the BGS is the simulation of Tier 2 and 3 NPCs along with their respective factions and governments.
Neither simulates war, except in the case where the BGS attempts to simulate war states. However, sadly, the Conflict Zone structure is 4 years old and was always a stop-gap of design, rather than good game design. Maybe they'll actually improve it over the next six months.
Power Play does allow for Team A vs Team B fights, but it is decidedly not a war simulation. It's an influence simulation, ostensibly built to be turn-based strategy, except that player actions drive the political forces.
FDev both designed Power Play to exist as Team vs Team PvP, but also as a system which relied on the concept that players wouldn't expend more effort than required of them for their desired results of self-interest. They never imagined we would great groups around powers, or massive organisations that deciphered how the maths worked out. It was meant to be hidden and background, just reflecting player actions for that week.
We've exceeded their expectations by gaming the system, both in regards to Power Play and BGS.