Do you have xanax intake requirements? A lot of factions do. And usually it's high enough that rehab is a must, which starts it's own chain of growing costs that most people need to actually build up other income sources for. Sure, it's fine at first when you can spend 250k for a few days of xanax addiction (with toleration, at least), but eventually, 3 xanax in a day costs 6.8m in rehab (with toleration, and the excursion rehab cost reduction).
And yeah, for your faction, with players that play that way, it's completely fine, and I do genuinely think it's not that bad for players who are more casual about this game. But the serious players that shape the overall landscape of the game do genuinely care about the sustainability of a serious playstyle at an early level (although I really think they push it way too much as the only way to play, but that's a rant for another time), from the very positive stance of building up a community, a moderate view of an exchange of services (faction perks for war/chain performance, revive contracts, etc), to the pessimistic view of exploiting new players of whatever they have to contribute, anything that makes people enjoy the game less and leave earlier will be worse for all of them, especially new players missing out on what can genuinely be a really fun game.
My stance? I've seen games kill off the new player experience, and it's one of the saddest ways for a game to die. Before it's actually shut down. I don't think it's drastic enough to kill the game alone, but it's rarely ever one single thing that kills a game. It's a slow accumulation that eventually creates an impassable wall. I expect new players to join a high end faction, be able to eat xanax like I did in college, grow stronger than me, and be able to beat me in a fight at a decent rate. Flying kinda stopped being able to do that, unless you dedicate the entirety of your income to building up NW to eventually use months from now. Which for a first week player, is going to feel like a long ways away. Especially after whatever was likely done to even reach level 15, like selling losses, or wars that might not exactly be the most fun or exciting in the position they are most likely in.
Multiple playstyles in a game doesn't mean that a certain playstyle can't be objectively better, it's damn near impossible to make different playstyles equally effective even. But there's a difference between "optimal" and "viable", and a xanax heavy playstyle funded solely by flying wasn't optimal once RW came out, arguably never was optimal with traders existing or the absolute poker legends of this game, but it was at least viable. And now it ain't.