The thing is I feel current balance is solely based on a fraction of entire player base and heavily favored very specific play styles.
Part of the reason I believe is due to legacy popular mods setting certain expectations that were not in vanilla game, driving development direction into the abyss.
Developer also specifically stated that the balance changes were based on “feedbacks” which is another common pitfall. If 90% of the customers were satisfied and didn’t say a thing then you’re going to balance the game by feedback of 10% whiners, you’re going to screw up big times. I think this survivorship bias just happened in .95 development.
It feels to me like a lot of complaints of a loss of support for certain play styles are more a consequence of the removal of certain effects that were available in the old system. That can easily be resolved in any system by simply adding those effects back in. If all of the effects of old industry skills were available in the new industry tree, wouldn't that support all of the same play styles? I'm 100% in support of adding those effects back in, either by tacking them on to existing skills that need help, or adding more skills.
Well you've just sniped me into writing up a matrix of "good to meh" ratings for 5-ish playstyles to compare the old and the new system). I can post it into a file somewhere if anybody wants to see it in full glory (why would you though?). Disclaimer: is completely subjective and based on my biases. Also I used an imaginary L1R with saner numbers, which may or may not happen in a later patch (I hope it will). The ratings are: N(eed) - directly beneficial for the playstyle, prioritized; S(ituational) - directly beneficial, not as good or not always in effect, prioritized; Q(uality of life) - removes distractions and annoyances, helps a little; M(eh) - yeah. I'll focus on my favourite playstyle, scavenger/explorer. The goal is to see new places, haul massive amounts of loot and maybe ships from them and blast any pirate who thinks I'm gonna share.
New system.
Combat: blanket Q or M. Helps with automated defences, redacteds and pirates. Can live without.
Leadership: 1: Q/Q. 2: Q/Q. 3: Q/Q. 4: QM/QM. 5: M/M. Overall: same as combat, maybe a bit more useful because getting something of a fleet isn't particularly difficult. 4 is a bit dubious (can you get enough good wrecks so extra/better officers are worth? in the long run, probably yes). 5 is worthless.
Tech: 1: N/N. 2: MQ/MQ. 3: Q/QM. 4: Q/MQ. 5: S/N. Overall: bites. 1 is incredible for speed buffs alone, but the gap between spoils it for quite a long while.
Industry: 1: N/N. 2: MQ/MQ. 3: N/N. 4: Q/Q. 5: M/M. Overall: bites, but less. Again, 1 is incredible for an obsessive looter. 3 is incredible for logistics and long travels. 2 is dubious to ok (depending on how much I want to get personal with pirates), 4 is decent.
Overall: the
skills themselves are incredible, and there's a lot of nice side things to pick. But the incredible ones are spread around in a fairly annoying manner, especially in Tech.
Old system. I'm going to just put the totals per aptitude, since order doesn't matter.
Combat: 9Q.
Leadership: 1N, 7Q, 1M. Fleet Logistics 2 gives reduced maintentance, N. 3 is Q. Colony skill is worthless. Rest - nice combat bonuses.
Tech: 2N, 4Q.
Industry: 4N, 2M.
Looking at this, I think it wouldn't be fair to say that explorer playstyle is less supported by skills than before. It also doesn't help that all there's just 7 N skills in the old system, meaning I
can get them all easily. It's a shame, some agonizing choices within the playstyle would've been nice. However, I will quite confidently say that the new progression is a lot less smooth: I can no longer spend a third of my leveling time getting the cool stuff in industry with basically no interruptions, I need to plow though inconsequential (if helpful) stuff. I'm also not sure if adding new effects to the existing skills would help close the meh gaps for all playstyles without producing mutated horrors of skills. New skills within each choice group? Might work, but probably not with 5 groups in total. With 3 or 4 - maybe.