This thread is a good read and I hope someone at FD takes the time to skim it. While I do think a lot of the concerns will be addressed over time and the OP needs to accept a lot of the reasons given for the "grindy" appellation. Granite, for instance, did a great job including visuals. ED super-fans may never see it, but they have to accept large numbers of folks disagreeing with them have their own likes and indeed it is patently apparent that the design documents for the game all point to something more engaging than the current build. Persistent Tier 2 NPC are high on my list of desires, for instance. But the whole DDF is high on my list...
Personally, for another year I am giving FD a pass. Here is why: firstly it is clear they are listening and read the forums. Secondly, I see a lot of economic risk evaluation behind the 2015 focus combined with a huge scope that couldn't be done by anyone in 2 years. Least of all a Kickstarter launched project that raised 2.5 MGBP but where V1.0 cost easily 7x that much and the company coding the game was negative cash-flow.
But as the financials seem mostly addressed for now, FD needs to get on with coding more of the unfinished design doc parts. At 2.5 years in with modest budget what we have is a solid foundation and framing (I think DB was pre-mature to say we were ready for furniture). FD now needs to move beyond the Xbox and PP focus and get back to the core design. I think we will see FD do just that. If not, I may rage-post myself.

And FD could easily address these concerns with a non-roadmap but crystal clear response about where they are taking the game in the next 2 years, and it is a mystery to me why they don't do that.
For the desire of some that Players affect the Economy or similar ways to make the grind more enjoyable and goal oriented rather than just credits or points oriented, I am of two minds. I think MB's Dev update today sides with me on this one. On the one hand, any given 100 commanders are droplets in an ocean of freighters trucking goods through the galaxy. No effect on an economy at all in major systems. On the other hand, part of the attraction of gaming in general, and say EVE, is that players can directly influence or even control aspects of the economy and politics of the game. That can be fun. My break-point is population. FD have to find a way that players can have major affect on small population systems but keep affect on planets with 10 million persons to be basically nothing and only a blip if done in concert with hundreds of players. That would maintain a semi-realistic course for the simulation while also offering players a chance to make a big splash in small systems and build them up as development into these parts of the game continues.