every patch just makes me suspect more and more that FDev doesn't understand what makes the good parts of their game good, how people play their game, or generally how to make a fun game.
I think this is down to FDev's approach to game design & their approach to fixing gameplay problems:
I think FDev believe that the best games are those which feel 'real' & which take a long time to learn & master. And they believe the best way to achieve this is by having a simulation of (some aspect of) the world, which the player interacts with.
Hence all their games are designed "Simulation first, game second", aka "Let's make this simulation a fun game". (They just manage to hide the simulation part better in some of their games.)
And so any new additions to their games also have to fit into their simulation framework.
I'm not saying this is a bad way to make games, but it is a bit unusual. And not appropriate to all types of players, nor all types of games.
While their approach to fixing gameplay problems is quite abstract: They look at the problem(s), and rather than implementing the 'obvious' solution (which might be short sighted), they instead try to find the underlying cause of the gameplay problem(s), and then design a solution to solve that underlying problem. And if they can make one gameplay change which fixes several problems, so much the better.
On paper this sounds like a good idea, but in practice they often seem to loose sight of what the player will think of the changes. Their game designers seem to sit in ivory towers, meticulously planning their gameplay changes/additions (preferably as intricate rule-based systems that they can hang their gaming degrees on)... And then hand them off to the poor programmers who have to implement them exactly as written, without worrying whether they've overlooked anything. They then roll those changes out to us, without allowing for any real internal feedback (apart from fixing implementation bugs).
Basically they treat us players as inscrutable black boxes, who cannot be understood or easily predicted. They prefer to let us be the guinea pigs for new features, and take our feedback into consideration for the next version of the game (in many months time)... Rather than first iterating on new features internally (which would take more development time, but would save us players much angst).
They also seem to love designing big complex systems (simulations?), rather than trying to make games simple to learn. Which takes us back to my first point about their games being simulations first, games second.