I like
their Results, but not...
- how some of them are unlocked (i.e. Qwent)
- what they demand in their "Invitation" (You're invited to my place now - but bring tons of goodies before I open my door... Yeah, nice "invitation")
- some of their unlock requirements aren't even in any context to what they offer
- how they work (they're simply not Engineers as they can't and won't build to Player specifications, it's "5 Shades of RNG" instead)
- how at least some of the Materials are placed/acquired... or not (pls. don't mention "Cracked Industrial Firmware" in my vicinity

)
- how the total lack of Player-selected, central Cargo storage adds yet another level of frustration
- how the total lack of P2P (Player-to-Player) Markets (Materials/Elements/Data/modded Equipment) blocks any social aspect and prevents all meaningful MMO content that would easily come from it
- how the "Mission Reward only" items add
yet another RNG component on top of that RNG mountain
- how the limited distribution of even the purchasable Commodities add
yet another "please make 30+ jumps" bunnyhopping Minigame
- how they created CG type Ganker hotspots on some base-level Engineer Systems
- how poorly (if at all) the ENG Bases are defending against Gankers hovering a mere 1000m above their bases, attacking one Landing Ship after another
- the combat-centric approach of almost everyting we got now (Weapons? Hundreds of Mods. Something useful for a Mining Laser, Discovery Scanner or Refinery? Nah, who needs that...)
- them tossing Game Balancing almost completely out of the Window with some whacko-level Boosts Players can easily attain (initial Thermal Shock implementation, anyone?). They should have stayed with the 30% rule on Weapons.
So in short, if I was asked how much enjoyable Gameplay I got out of making those ~1800+ RNGineer Modifications, I'd have to honestly say :
Just about none.
But I "walked the walk" and did what was needed.
At least I know how to interpret "Blaze your own Trail", so I didn't have too high expectations.
They work and function, even if only on a very mechanical level. Learn how to mini-max the mechanics and you're done quicker with it.
Very solid idea (self-explanatory), the implementation leaves alot to be desired though.
Unfortunately, most of it being buried deep in the structural concepting - thus too late to easily fix at this point. But that's an old problem.
At least the havoc it caused in the balancing department forced Frontier's hand, so it's getting some tweaks.