OP's just a victim of cherry picking from the game description. Focusing on "open PvP," "single shard" and "customizable mechs" might make it look like a giant, non-stop MMOFPS. But all that "time-based character development" and "player-controlled economy" stuff has gotta mean something, right?

And frankly, every argument for instant EP options or limitless remaps is really just an argument to remove EP completely. EP was added to PO to provide exactly the effects it currently has.

those that don't want to or simply cannot exhibit the flexibility necessary to become efficient with a given user interface

You aren't a designer are you? The ability to cope with poorly conceived interfaces is indeed a useful trait. But your statement there is like claiming that building a bridge is just a concession to all the lemmings that can't be arsed to cross a river by boat.

Icons are not about the primacy of visuals, but that good design engages people on as many levels as possible and makes tasks as natural as possible for the target audience. Distinct icons are not about "visual overload," but about our being trained from birth to know that different things look different (and the corollary, same things look the same).

Despite being a Slack-er, I highly doubt you'd prefer that PO be totally free of visuals.

What? You do not need a lot of SP in EVE to be a good PvP pilot. You certainly don't need a lot to have fun as a PvP pilot. It takes at least a year in EVE anyway to tell the difference between good and crap alliances without having someone else label them for you. By then you're a solid player, well-skilled in a couple fun roles and within close reach of several more. To me, you sound like someone who can't have fun until you're the best player in the best group. Most people find anticipation and progress a huge part of the appeal.

As for Perp, you're in NeX, the perfect example of how effective a bunch of month-olds can be in this game. So we didn't tear established corps a new one on our first day; we didn't expect to. And yeah, we've got a few beta-aged players holding our hands a bit, but they're hardly the only ones doing anything meaningful.

As for EP remaps, they'd be totally pointless (... over time ...). There would be one track that takes more EP than others. As soon as someone has enough EP for that, EP gain is worthless to them. They can now remap to any profession they want and instantly be maxed out. This happens even sooner if you consider that speccing for a single fit is all that's really necessary (I can reassign my demob EP if I'm not fitting one). There's also no need for any Ext level between 0 and 10 at that point either. It will be all or nothing, depending on fit and situation.

If that's how you want it, then frankly you'd be better off asking to dump EP entirely. Then everything's down to player skill and NIC. I think that would be a lot of fun due to the similarities with Elite and X, but it's probably too fundamental a change for the game. Maybe you could have a simplified skill tree that basically amounts to qualifications for certain bots/mods. It wouldn't change any stats, just whether you can use the stuff at all. It would remove a lot of the variety in the game, though, which is a big part of the appeal.

Whatever happens, you don't want the change to result in unis being the obvious choice over singles in every situation, or for unis to be the "PvP mod" and singles the "PvE mod".

Anything that's a fundamentally different module should have its own, clearly distinguishing icon. Clear T* tags (as they are) are fine in addition to that. Separate guns according to type, size, specialization, and have their appearance reflect their role. I.e. Big guns look bigger and more complicated, long range look vaguely rifle-ish, short range are stubbier (like shotguns).

But you can tell some of this has already been done, so I just assumed a bigger, better icon set was in the works.

On visible mods, active mods (like hardeners) could be distinguished by a visible effect while activated (coloured to match the mod's icon or something). Having fitted plates and LWFs visible would add variety to the models. Some items shouldn't be visible as they probably wouldn't be on the outside of a bot: fit helpers, tunings, etc. Anything that "fires" on a target should be visible, so I'd add demobs, SS, RR, etc. to the visibility list (head mods would look smaller and need new attachment points for the models, ofc)

0.02 NIC transferred.

Timed skill progression is actually a big part of what makes new players useful. Older players may still find it a lot of fun to use light bots and assaults. But over time, for important ops, it will always be best to put the more experienced players in heavier or more specialized bots, leaving lighter and/or less skill-intensive roles to newer players.

With long skills, what happens is people become specialized in a specific role. Rather than being mediocre across the board (bad training strategy), someone decides to push speed and heavy damage; others opt for range and stealth; others EWar. Choices matter, tactics are invented, characters develop along unique lines. What the devs need to ensure is that as large a variety of paths and options as possible is available.

If training is scaled so everything can be maxed in, say, 5 years, what happens if I only want to fight (and not build or trade?). Then I'm probably maxed out in a year or two. Less if I'm not interested in EWar or a particular weapon type.