One thing Starsector
is often criticized for is the way the game difficulty develops - it starts hard and gets progressively easier. In comparison to many classic video games this is backwards, these games start (objectively) easy and then get harder. These classic video games are usually linear, though. The point is to get to the end of the game, a journey during which the player skill increases, and the obstacles can and have to get more challenging to keep things interesting.
Starsector on the other hand is not a linear game, but an open world game. The goal ist not necessarily to get to the end of the game, but to grow and progress your character to increase the ways in which you can interact with the world. When the point is to get stronger, isn't it a inevitable consequence that challenges get easier?
I mean, is there any open world game that really got more difficult over time? I can't think of one. Skyrim, Fallout, Zelda BotW, they all follow the same pattern. It's so much of a standard you can even find comics about it:
So, if Starsector has a normal difficulty curve for an open world game, can you really call it "inverted"? Ok, there can be some mean spikes at the start right now, but that's a different problem all together.
If anything, we should maybe look at other open world games and ask how this type of out-leveling difficulty can be used to make for the best possible game progression.
An example would be soft-locked areas, which are filled with hostiles that are far too strong for you at the beginning of the game. Coming back later when you're stronger and "unlocking" these areas gives a great sense of progression.