Regarding the black-market having capital ships, 0.95 removed that ability. It still has cruisers, though.
Black markets no longer sell combat capital ships (can still be acquired from arms dealer contact)
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You also talk about "It is silly to have capital ships lying around... do you see Oprah or Bill Gates with battleships and aircraft carriers today? No and not because they do not have the dough." Which is not an apt comparison, the player character kills more people than Oprah and Bill Gates combined in the tutorial. The player character has different priorities than Oprah or Bill gates. A more apt comparison to the player character would be private military companies or, given the state of the sector, a militia unit.
The sector has a greater availability of armaments and capital ships then today, just take a look at how many bounties with a capital ship pop up. Saying 'It's silly to have capital ships lying around' ignores the several capital ships lying around (even disregarding pirate or Pather conversions [Atlas MkII's outnumber stock Atlases at this point]), from autonomous battleships built in the second AI war to a cryo-sleeper drone that could challenge an orbital station. These ships float around space with either minimal support structure like a Nexus or absolutely nothing. There are absolutely capital ships lying around space even before we get into the ability of never-do-wells to hijack ships from a hanger up to and including capital ships. The player can hijack a capital ship with a bar event, even if 90% of the time it's just a hound. Deserters manage to get capitals in their fleets. Luddic path and pirates construct orbital stations and fully operation battlestations. Comparing capital ship availability to modern day ignores just how militarized the sector is and how much the 'only first world countries can afford a capital ship' aspect of Oprah and Bill's time isn't really applicable.
I'm going to repeat myself because you're repeating that story points are 'necessary':
Scavenging ships isn't a guaranteed process. A story point allows the recovery of a ship that would otherwise be unrecoverable. You don't need to spend a SP to salvage a ship, you can instead break the ship apart for salvage like in previous updates. I disagree that destroyers and frigates are never worth a story point. They are worth scavenging in early game when logistics are too strained for anything else and easy EXP gain leads to a glut of story points. I enjoy the expanded options given by story-point aided recovery as a way to find a particular ship if I can kill it. Your criticism of story point recovery also ignores that not every use of story point is equally expensive, given bonus XP back. Salvaging a capital by story point gives back far less XP than a frigate.
I disagree with transitioning unsalvageable ships to mere debris field because it removes the unique salvaging events such as cryo-pod lieutenants/crew/marines, which are nice to run across in deep space. I can see the use a of a skill to increase ship salvage chance (0.9.1 had such a skill, but it got removed) but disagree with capital ships being unsalvageable or having the salvage gated behind such a skill. I would like to at least have the option of salvaging one of my newly brought capital ships if it gets blown up. If the skill is only for generated derelicts, those are exceedingly rare and likely to be far from the core worlds already. Capital ships blown up in AI faction fights is just about the only 'easy' source of derelict capitals, and that is only really viable if neither faction involved is hostile to you.
I'm surprised you find the game too easy. Most people find large [REDACTED] fleets somewhat difficult, and the
Spoiler
Hypershunt Guardians and the Remnant Bounty
rather more difficult. How did you handle them?