I'm sorry to the people who really loved the three different FTL types. However, I'm pretty sure the whole reason why it's happening is because the three FTL types were a serious design impediment with how the devs wanted to develop the game and going to hyperlane FTL was the best way to get the flexibility they felt they needed to make the game better. I know that's not going to convince anyone to change their minds on the issue, but it's important to remember that when a new feature, update or change is made to the game it doesn't just fit into the game and that's that. The devs have to take into account what's going to be effect by what they do to the game, and having to balance three FTL types has probably been a major headache for them. The decision to go to hyperlanes only probably emerged after months of constantly running into design problems related to how to balance changes to the game with the three different FTL systems. I wouldn't be surprised if we learned that idea were scrapped or did not go into the game as desired because of having to account for three FTL types.
I know I won't change any minds, but I do believe the up coming changes are needed to really make Stellaris a great game. I already love it, and I want to see it get better. I do have my own reservations about the already announced changes, but I am confident and optimistic that Wiz and his team know what they're doing and they will give us the best update they can provide.
This does seem to be the basic logic, from what I've seen of the dd's, that hyperlanes are necessary to make the rest of the 2.0 changes fit together. But whether it's starbases or doomstack changes or border shifts, I haven't seen a compelling reason for why that's so.
Take the new starbase and border system for example. Love it, very excited for that change, but why do we need a roads-and-nodes system of travel to make that work? As far as I can tell, this would work just as well based on Euclidean distance and relative nearness of stars.
Or static defenses and doomstacking. Some of the new changes look terrific. The variable role that starbases will play, the new model for system defenses, the combat changes, etc., I'd still like more strategically critical targets on the galaxy map, but I think this all headed in a
terrific direction. Again though... I still don't see the role that hyperlane-only travel plays in this. If starbases really do create a network of targets with variably critical roles in economy and capacity to make war, then players will organically pursue those multiple targets. If they don't, then players will keep their forces concentrated to break through chokepoints.
I'm excited about the update, but the FTL change still has me deeply unconvinced just because I still haven't seen a good case (or any case) made for the connection between hyperlane only and the new mechanics.