I'm just saying that there might someday be a game out there, perhaps sometime soon, be a game out there that uses this model. It might not even be a Star Trek game.
The super funny joke in all of this for me is that "this game" released back when L2 started having private servers

You pretty much described how they worked with their "donations" and the currency you'd get for them.
So, for me, TL will not only be "L3", but exactly the L3 that I was playing back then (well except for the fucking autobattle, but I was just a way too stubborn dumbass who never botted, so that's more of a me issue).
This is so damn funny though.
Ah? I didn't assume that because James' reaction implied otherwise.
Basically, this is where I believe the industry has been trending over time. Greedy companies push harder (BDO) but eventually community pushback would have forced them to stop being as predatory, but they wouldn't want to give up their P2W unless they had to.
When market pressure gave Devs enough leverage to push back against the 'business people', they would naturally fix the design toward the emergent optimal one, or close. And of course, things like Private Servers which would absolutely need to do that and would want to have a game running for, y'know... fun...
Would have stronger reasons to do it better. Will NCSoft actually do it? Will the 'business people' try to sneak in some other more blatant P2W and hope they get away with it? Who knows.
But Amazon says this game is gonna be F2P in the West. And Amazon is 'lazy' and just 'absorbs working ideas from other people's research/experience'. They don't have an incentive to do anything else (I'm glossing over the fact that I've crunched the whole datamine and there's also no INDICATION they will do anything else).
An extension of that is simply that if you do this just right, you also get players who use the autobattle but don't get
enough
benefit from it to spend more money. Autobattle in certain NCSoft games as it has been explained to me by a different source is a bandaid put onto their poor PvE experience and relatively lower/inconsistent population. Basically shoved into their 'focused PvP' style games to fix the innate problem of that game type. BDO by contrast solves the problem by class releases, Seasons, and throwing free stuff at you for logging in.
Guild Wars 2 gets away from this by giving a reasonable illusion of PvE until they get you to the level where they can start using real PvE or redirecting you elsewhere (look up their group content mechanics, particularly 'tanking', if you're not familiar)
I'm just saying that the datamine is 'missing' a few references to the types of item people normally consider P2W advantages. There's suspiciously little obvious 'Pay For Convenience' here other than the new Korean standard of 'It seems you suck at this game, would you like to buy a truckload of healing items so you actually survive, or perhaps an item to keep restoring all this exp you keep losing? You're not a loser, you're just an economically disadvantaged future winner!'