This isn't a surprise, the "changes to DCs" post by @CG_Tusken_Meathead indicated that they were going to be reducing the number of DCs that players got...the surprise is that CG couldn't count/understand and thus didn't realize that reducing the available sets from 3 to 2 means that you need 50% MORE DCs to have the same number of functional ones rather than whatever percentage LESS that they have implemented by reducing them to only drop on 1 node and at whatever rate that node uses, well, not a "surprise" as such, but still a big mistake.
The changes to the DataCron sets, economy, use, etc. could all have been gotten right with relatively minor alterations to the planned/implemented changes that CG made, simply by ensuring that the knock-on effect of each change was accounted for:
1) Reduce the number of sets of DCs that are live because there's too much going on and people get confused or overloaded? OK, but then you need to increase DC drop rates per set by roughly 50% so that each of the 2 Live sets can cover the same number of "overall" usable DCs in a player's inventory whilst reducing the confusion and 'too much info' scenario by taking it down to 2 sets of stuff going on instead of 3
2) Too many players sitting with Level-0 DCs in their inventory due to (presumed) lack of engagement? OK, make a minor change to the 'Dismantle' currency awarded so that it doesn't take dismantling EIGHT Level-0 to fund ONE Level-2, change it to 10 Mk.1 and some Mk.2 upon Dismantle so that it only takes 4 Level-0 to fund 1 Level-2, and then dismantling the next 5 making 9 in total gives you enough to take a Level-0 up to a "useful" Level-3 - If dismantling results in being able to upgrade another one to a 'useful' level it'll increase engagement, and reducing the number needed to get something useful will as well.
It's not rocket science, but it does require looking at the information/feedback/changes "as a whole" not as individual disconnected scenarios