Even if we consider that Frontier's fix and content counts are less than half the average of any game in continuous development, we also need to consider that even half of the half they do provide often either has no beneficial effect on the game, or makes the game worse overall.
Material traders are a good example of this. It made small grade mats so easy to earn that earning them normally is no longer a necessary or practical part of the game, while simultaneously making the most boring activity in the game (HGE farming) the most productive. Good ideas like mat trading end up getting completely nullified by careless errors such as excessive trade rates.
The initial release of 2.1 was also an obvious blunder, giving is 5% of a good thing and 95% bad. The good part was having stuff to work towards other than credits. Even if they are boring things to do, they were things to do at a time when there wasn't much to do. This is great, but it had the negative consequences of pushing people away from PvP and into solo, making the game too easy after progression, and forcing players into activities that eventually grew intolerable. Fast forward to today and we still have a 50/50 good/bad despite their massive overhaul. They've demonstrated that the only lesson they learned is that players really hate RNG. They want their actions tied to clear vectors. What they did not learn was the severity of the solo/pvp issue and the problems with power progression, because they literally made it worse.
Ship launched fighters, cool idea, but what did it do for the game overall? It gave players something additional to work on, the level and cost of maintaining a crew member, but at the same time, added pressure on players to avoid open play because being killed instantly wipes out all that work. As result, players like me who now only play in open are best off hiring experts and firing them the moment we decide to grind credits, nullifying that aspect of the content entirely. It has been reduced to a features that hardly, and I mean hardly, provides a brief window of distraction in combat that is questionably replaceable with an HRP because of how absurdly glassy and replaceable the ships are.
Sure they might have been a bit slow, but the bigger issue I think is how unreasonable they've been. I honestly believe that this is the number one contributor to recent population trends. They release cool content that seems great at first, but players notice there are ways in which it could have clearly been better with a few minor adjustments. The next update rolls through months later, but instead of recognizing and applying those adjustments, we get more cool content that again seems great at fist, but obviously needs reconsideration. This happens over and over again until players begin losing hope because certain somethings have remained broken for amazingly long periods of time.
Why are instancing problems still so out of control? Why is it every time I attack a player geared for PvE they die 100 times faster than PvP builds? Why are some of the ships so far out of balance? Why are the mission boards such a mess? Why are people still engaging in combat and then combat logging? Why is the gal map still such a pain to use? What reason do I have to continue looking forward to new content if it's the same story every time?