Fair enough, let's put some "facts" on the table shall well?
Let's take one item from your list shall we? Let's take a big one... the only chance CMDRs had to experience the first time an alien invasion took place in Elite Dangerous. "Thargoids!"
FD had years to prepare for the Thargoid Invasion. They knew it was coming, so had plenty of time to invest new mechanics and gameplay into ED, ready to then make the most of the invasion? Can you name a single mechanic they put into place in the preceeding years, ready to then leverage when the Thargoid invasion happened to make the most out of it? More involved combat scenarios? NPC Wingmen? Fighter based combat scenarions/missions attacking/defending locations? Stuff to actually leverage and utilise as part of Thargoid related gameplay? Because I can't...
Instead year after year was "wisely" spent on the likes of Multicrew and game unbalancing Engineering, so when the Thargoid Invasion finally came, the kind of gaming experience FD could offer us leveraging the mechanics they'd wisely investing in, was:-
1) Interdictions, where you could do nothing but watch.
2) Stations being attacked by invisible fleets when the game was offline.
Why aren't we swapping into a Powerplay type view to see the Thargoid position across the bubble? Why are we seeing tasks in areas to affect that position? Why in 2020 are we not able to utilise gameplay mechanics we have back in games from the 1990s, such as being able to launch in a wing of fighters (other CMDRs or controlled NPCs) to attack/defend assets/locations to actually affect the Thargoid position?
For the past 4-5yrs the level of features added to ED (IMHO) have been all too often half baked and shallow. And the Thargoid invasion underlines this... A chance to add some more involved joined up gameplay, and instead years were spent on other shallow features, such that when the Thargoids arrived, the game literally had no mechanics to leverage to make much of it.
And let's take a more recent example from your list? Mining 2.0? Areas of it certainly are good, but again, others just show FDs inabilty to do well designed layered mechanics. We have a scanner (PWA) which is all but pointless, and whole areas of mechanics (eg: subsurface deposits) so poorly implemented, they are all but a waste of time. Again, it just seems to show a lack of joined up design ability.
So yes, lots of things have been added to ED over the past 4-5yrs, but too many of them have been shallow (point and click Generation Ships), dust collecting (Thargoid bases), basically misguided (Multicrew) or even needlessly upset the the balance of the game (eg: Engineering for PvP and PvE). And all this with supposedly 100+ people beavering away on the game year after year?
IMHO, FD just seem to struggle at design or management level with what they're doing with ED... Too much effort has been squandered over the past 4-5yrs, and there seems have been little desire or ability to create bar raising features. And the fact so many features are pulled and delayed literally months before release, just seems to underline this design/management issue.
/facts