The biggest problem with EFT, IMO, that also affects other games is that the game needs a constant stream of newbies to act as "content" for the high-tier players and those willing to stream the game.
There's three things that exacerbate this issue:
* Everyone is in the same lobby
You're matched up with players with no regard for skill or gear. If they split the community by some sort of skill measurement, the high-tier players would be stuck in queues waiting for their peers, so that option is probably out. Splitting by gear is possible and worth exploring, IMO. (Imagine a zero-to-hero lobby where everyone starts with a pistol and a can of beef stew.)
* Insurance, post-raid recovery of items
People can get many of their items back when they die during a raid for a relatively small upfront price. They can commit "fraud" by ditching insured items before they die, guaranteeing they can get them back later. This allows high-tier players to preserve more of their high-end loot indefinitely and the fraud part makes it harder for lowbies to get the good stuff earlier. IMO, insurance should be ditched entirely.
* Characters can level up skills, attributes
Like a lot of games, in EFT you can boost your skills and attributes in game. For example, you can make it easier to spot loot and reduce how much water/food you need. Naturally, experienced players will have characters with higher attributes, which tips the balance even more in their favor. I think ditching this would help a lot.
Similarly, characters can gain access to higher tier loot that they can simply purchase in-game. They can buy items lowbies will have basically no chance to ever buy, and because of insurance fraud, may never even be able to loot.
All of this is usually written off as a "skill issue". I concede that my issues are mostly related to skill. But the fact is that different people have different skill limits (and of course time to practice) and adding game mechanics that exacerbate the differences makes the game less fun for newbies -- the very newbies that they need.