For a really, really ridiculously in-depth explanation as to why its really not a good idea to get big ships right away, see:
https://fractalsoftworks.com/forum/index.php?topic=18068.15 - Bottom of the second page.
It also talks about progression as a whole, which can also be considered pacing, as Grievous69 already mentioned. And it addresses how RNG affects it in both positive and negative ways.
I think the idea of the tutorial is less to let players avoid the hazards of the game completely and more to teach them about them in a controlled way so that too many factors don't pile on immediately. Once the player gets practice with the basics (needs to be more than one brief mission) then those particular game skills will be useful when "a wrench is thrown into the gears" by factors they haven't accounted for later. Things like storms, pirate ambushes, star hazards, etc.
Part of the reason I think the tutorial doesn't scale well currently is the transition from a couple of frigates (and the associated costs of deployment, maintenance and hazard impact) to a moderately sized fleet
right before the tutorial ends. So there is no real example for the newbie player on how this affects them until they are thrust into the "real sector."
What is taught in a controlled way:
- Basic maintenance and supplies. (Important to note that this is only in the smallest sense and very, very briefly.)
- Salvaging debris fields.
- Combat (duh).
- Sneaking into a market and conversing with NPCs.
- Derelict scavenging and guardians respectively.
- Salvaging derelict ships.
- Possibly corona hazard. (Important to note that it is not guaranteed!)
- Random faction bounties. (Again, optional and probably the hardest kind of random mission to gain value from if you don't know how to pick targets well.)
- Fuel (Kind of. It points things out but doesn't really test the player at all.)
What isn't taught by the tutorial:
- Reading the sector map and intel section when selecting missions (to try and gauge their overall difficulty).
- Any kind of category 2 hazard. Those will likely hit new players like a truck when they get into hyperspace and start exploring. Pretty much an instant reload the first time for most players.
- What to expect while outside the core and what kinds of missions out there generally look like.
- How to avoid larger fleets and how to catch smaller fleets reliably. (One brief mission isn't enough practice since this is a core mechanic.)
- The fact that AI cores are dangerous to carry around. (This is actually a misleading part of the tutorial - though a cool narrative lever.)
- The fact that missions have extremely variable difficulty and cost a lot of resources to even attempt. This one is probably the largest factor in newbie rage, I'd imagine.
- Smuggling or purchasing from the black market.
- How to trade cost efficiently.
- Commissions and, more importantly, their downsides.
- Pirate ambushes in sensor dampening areas such as nebulae.
- Individual pirate bounties and their average strength.
- Really anything about the sector economy and how the player can affect it.
- How ship/fleet size affects the cost of surviving and the cost to attempt missions. It's an exponential scale and so catches players off guard.
- How to outfit a ship.
- How to make player ships reliably recoverable.
Now I don't think all of these need a dedicated tutorial mission or anything, but one thing to address here is that instead of a brief mission to teach X mechanic and then move to the Y mechanic mission, etc, it would be better to layer on the learning similar to how a student learns math.
Once you get to the next level of advancement, the basics you learned before don't become irrelevant or go away. You are building on top of previously learned skills. I feel like the tutorial should similarly try and add a mechanic to the equation rather than move to the next one, if that makes sense. It increases core mechanics practice without the need for a ton of dedicated missions because each new mission teaches both the new mechanic and assumes the players still have the skills from the last mechanic that was practiced.
Obviously some of the core mechanics, like maintenance and deployment costs, naturally do this already. But a lot of them are situational. Therefore, one practice attempt at a very easy level isn't really preparing players for the far more variable and potentially difficult versions of the same thing in the sector at large.