I have news for you: This entire business model is anti-player. It is not based on CG making the most fun, enjoyable game they can for players (at least not once they've established a player base). If that were the case, a whole lot of things would be different (we'd have a sandbox mode, refreshed TW, better matchmaking, no relic delta, cheaper/lower-level datacrons, none of these garbage era challenges, etc.).
No. The business model is based on player frustration. CG's goal is to frustrate players enough to get them to spend money. Of course, CG can't frustrate them so much that too many players quit—though some f2p or light spenders quitting is no loss for them. But their main job is to find that line of frustration and milk it for all it's worth.
I think it's time we abandon the delusion that CG's main interest is player satisfaction.