Stealth favours the sneaky attacker - snipers are quite often derided as "easy mode" in some other games, I expect for good reason.
That a consequence of planetary lighting changes and the introduction of night-vision result in a significant change to stealth may, or may not, be an oversight - it might be looked on, by some, as a synergy.
Sneak attacks were run by small or medium cold ships that had to balance an overwhelming strike to break shields and either lucky PP strikes or PP hits. It takes skill to do that, and is by no means guaranteed if your opponent is cautious. If you fly a rubbish ship you'll get killed regardless of ambushes or not.
I expect those who accept the choices of others still make use of them with willing opponents in Open.
It seems strange exactly why FD designed such a system that minimised the need for understanding the motives of your opponent then.
Whether it's poor design, or not, rather depends on ones acceptance of Frontier's fundamental design for the game. Selective acceptance of one aspect and rejection of others does not make those rejected any less valid.
It is poor design. Powerplay has so many inconsistencies and holes its crazy. Its doubly crazy why FD have never attempted to at least plug them in a timely way. Its not hard to accept that in some cases pan modal gaming does not work- Powerplay being the best example of that. Its very design promotes grind when its features promise real time direct co-op teamplay....to win you have to essentially avoid this potential.
Adversarial features need not require any player to engage in PvP.
From the perspective of a developer making a game with optional PvP, why not?
They don't- the BGS and PMFs being a prime example in game. However, why have such a great feature overhadow a shrivelled and outmoded duplicate? Either use what you know works intelligently or bite the bullet and make the lesser feature compliment the BGS- after all, CQC compliments in game 1:1 PvP, why not have Powerplay mirror the BGS in this respect? Every feature in ED has to pull its weight to justify its dev time. Powerplay sucked up a whole update, and promptly died on its feet.
The game is not balanced around the challenge posed by players who engage in PvP, nor is it balanced around the engineered combat ships that they choose to create, mitigating risk to themselves while doing so.
So how do you balance a feature which is totally 100% player driven then? Up the fort totals again?
Players choose to engage with other players in this game - so any additional risk posed by potentially meeting players in Open is itself optional.
Opting into Powerplay should be the option, in a feature about player driven conflict.
Which presupposes that Frontier would consider that Solo and Private Groups to require to be as challenging as encountering players in Open. Sandro's post referred to this:
"The challenge of playing in solo being too low (without taking sides) is a valid argument to make, although it might better be phrased as "the opportunities for challenge are too low in Elite Dangerous". It's actually something we are interested in looking at."
followed by:
"However, cranking up difficulty will not make Open more enticing. Conflict between actual people, even within a game, is a very different matter to taking on NPC ships. It has many psychological and social elements that would otherwise not be present. Incidentally, increasing the difficulty of NPC engagements would also make Open harder rather than fairer, so there's also that.
Perhaps the bottom line is the different modes are there to enable Commanders to play how they want to."
Which is indeed saying Solo is unbalanced.
The core issue is:
Do you want to win, or have fun in Powerplay? Choose one, because you can't have both. Either you grind in solo and 'win' or have fun with emergent situations in open.
So it seems, to me at least, that players playing how they want to is of a higher priority to Frontier than players being forced to play in a particular way.
FD seem blind to the issue that making something pan modal automatically makes it 'good'. For a feature to work you need rules and boundaries, and Powerplay has too few boundaries to make it work in a cohesive way thats also consistent. Sometimes having less choice is actually better.