First off let me say, this community is so passionate about Star Wars and the potential they saw in this mobile app. The direction of the game has been anything but stable, this is why the community is so upset. I understand the need for developers to introduce changes and I also understand that there is a business model to implement...
That being said, there is a methodology that has clearly been missed. It is safe to say that many of us have invested equivalent time in SW:GoH as one would invest in an MMO or other progression/gear based AAA title. So let's use those games as a comparison tool for development here. When gear and progression reach the endgame in those titles, player power and access is always equalized given time investment. As a new expansion or paradigm shift is introduced, it's details are readily available far in advance (months usually) so players know EXACTLY what to expect. The is done for several reasons, not the least of which is for feedback. But also, so players will feel invested and prepared. This is CG biggest mistake with recent changes. Communication. We need details.
The second comparison is much more personal to players and in my opinion a bit unspoken because it's difficult to quantify. As a game grows and ages, the content/loot/gear that took hours or days or weeks to acquire should ALWAYS be made easier and quicker to access when new content and/or grinds are introduced. This is CG's second mistake. This approach leaves players in a feedback loop of ever increasing grind and ever diminishing enjoyment. The squad requirement for mod challenges is the most recent example. How on earth is the vast majority of the player base going to get access here? I have spent $300+ on this game and I still need months to get access to those.
The shard/gear grind is far too tedious. The RNG nature of EVERY drop we need is absurd. RNG drops are meant for a different environment where players are not bound by limited resources like energy. My trajectory for 7 starring many characters is on the order of months not days or weeks. Then you add in gear grinds to viability and of course the credits required for leveling. 4.6 million for 1-80. Now mods... So there is just too much grind and not enough access to the content.
Just having a character in my inventory but being worthless because of gear and credit and mod and time and RNG is no fun. We don't want that. We want to play the game and experiment with the otherwise good foundation that is SW:GOH. That doesn't mean hand us all the content, but make the player feel accomplished at the end of a play session. That is what wins the heart of gamers and their wallets. The current model of always pushing us to spend will ultimately push us away.
I think opening up character shards to 100% drop rate would go a long way in stabilizing what has become a far to tedious and frustrating grind. Gear drops too for that matter since we are still gated behind raid gear. This would do wonders for player commitment and stability.
It's time for CG/EA to show some goodwill to the players. We are not all whales and you will not make us whales.
TL,DR: Early Communication is key when introducing new content. Dropping huge changes on a community that is and has invested in the game without warning is a mistake. Old grinds need to be normalized when new grinds are introduced. F2P Character shards and pre-raid gear need more accessibility and higher drop percentage to facilitate player investment in the new content.