Good game design (especially in free 2 play titles and this thing here is as free as it gets), needs to focus on emotionally satisfying and engaging player expectations and less so using pure logic. Even if everything could've happened exactly the way you portrayed it in BP, it's a huge emotional shift in expectations and premises and this cognitive dissonance carries its way through the whole game, diminishing enjoyment (and willingness for experiments). Emotion doesn't mean that the plot uses emotive motifs or tropes, but it's more about the base emotions triggered within the player by your design choices.
So in that regard (and that's the tricky thing about game design), we're both right, because the facts are on your side, but the storytelling failed to bridge the disconnect felt from what FS2 originally was (I'd even go so far saying that AoA was perfect until the disconnect came at the end).
I'm sure this is true for you, but as a trained statistician, I'm at the point where I can say with modest confidence that you have the opposite reaction of most players. We consistently hear that BP is more 'emotionally engaging' than FS2 (I feel like BioWare has that phrase copyrighted

).
So the facts
are on my side in that I think we succeed more often than not - and in a way that lets people engage with the BPverse in a way they can't with FS2. FS2 is one of my favorite narratives in any medium, but survey players here and I think you'll find that for a lot of them, BP is their preferred 'take' on that universe, largely because of the way BP unpacks and rejiggers things to make them cohere better.
The problem comes when the target audience is all those people who enjoyed being Alpha 1 in FS1/2 so much they're still with the game. Trying to make a mod to a really old game and then not emphasising the parts that those die hard fans liked about it is a risky thing.
Yet it's a risk that seems to pay off! I guess there could be a silent majority out there, but the sample we have - and it's pretty good - suggests that BP is inordinately successful in its design goals. I'm constantly surprised by how well we connect with players given that we break a lot of traditional game storytelling 'rules'.
If anything I think you should've made the opposite critique - that we are
too focused on delivering to those die hard fans that have been here for ten years.
To be fair,
had more time and experience in refining their missions and game design, it wouldn't be fair to expect that from a user created mod. Hell, I'm not even expecting that - I'm just saying that applying some of the design workflow to good use would make Blue Planet even better. I'm sensing the love and passion that goes into it and I want to like it, but I can't because of many things I explained in previous posts.
Our missions, and in fact I'd daresay our workflow, are significantly more advanced than Volition's. We could make

missions in our sleep. Part of the reason we don't is that we played them already, in 1999; part of the reason we don't is that we're incredibly capable with FRED and we would be bored stiff working at their level.
When you invoke

you also need to remember Jason Scott's opinion on narrative style in FreeSpace campaigns. He always thought heterodoxy would be the great strength of the community, and I think he's right. A monoculture of Volitionesque silent-protagonist minimalist implicit stories isn't better than what we have.
The archetypal "Alpha 1" player wants more content within FS2 and its universe, but he doesn't read lots of text. He doesn't read tech room scripts, skips over long dialog screens and is then served an utterly baffling game. "Don't go and play it then" is what most say, others might say "then this isn't for you". All I'm saying is "you're right, but there's no reason not telling them what it is that makes it »not for me«".
Where, then, is this archetypal Alpha 1 player? An archetype
has to be archetypical. We've had years to judge reactions, and our sample of respondents is wide enough that I've even run into BP players, utterly by coincidence, in real life. And in a lot of ways some of your responses are the inverse of what we see the most - people tend to like WiH more than AoA, for instance. I don't believe in your archetypal Alpha 1 player because I can't find enough of that player in the real world to call it an archetype.
I like a lot of your feedback, but part of what you want us to do is actively opposed to what has made Blue Planet so successful. That said -
Well Spoon, I'm sorry to see that you take so much offense in what I said - it was neither my intention to offend nor to ride a "high horse". But it's quite clear that for the people active here BP is "as good as it is" and that there's no desire to adapt concepts from the schools of "commercial" game design. I voiced my opinion trying to put it into some context and I think we can leave it at that.
I think you underestimate the amount of self-critique that happens internally, as well as the attention we pay to design trends in the industry as a whole. Without investors or a publisher, though, we're free to get away with a lot of stuff, including the text-packed maximalist narrative style that can get so obnoxious without voice acting.