Most of the problems with the current progression and weapons prices result from the removal of Auraxium. Auraxium was never on live, but in the beta, it was a separate resource used to unlock weapons earned in many similar ways to certs. It was removed late in the beta due to farming and complexity issues. Since both Auraxium and certs were used to unlock permanent things, it was decided to join them together. Cert gains were increased by 4x to compensate. At the very end of the beta, cert gain rates were dropped by 1/2 directly through gain rates, and possibly more indirectly through changes to the capture system. The concern was that players were progressing through content too quickly and unlocks were supposed to take "a long while". The reason I say possibly is because cert gain rates are highly unstable across players at best. Part of the reason for this progression explosion was that resources that were previously only spendable on weapons were now spendable on skills, and vice versa. By combining them into a common pool, the gains were tied to each other, and skill progression was indirectly tied to weapon prices. Now SOE can't increase cert gains without lowering the value of their weapons. Discussion with people on the forums and off the forums convinces me that the current "slow max" system of player skills possesses objectively fewer choices and limits the player more than a fast-cap respec system. Implementing such a system would be a major overhaul that I don't think SOE has the time or energy to do right now. With weapons and skills tied to the same system it will never be an option. Worse, even if SOE did want to fiddle with player skill gains, they CAN'T because its tied to weapon systems. If they ever want to mess with the skill system at all, they should probably re-implement Auraxium as a resource.