The Complexity issue is not directly related to this.
The most effective way of significant combating the complexity of eve can be done by a design pass on the ship equipment process. Now granted, the SP has some effect on this, it does not directly relate to the complexity itself, as much as it relates to the access of complexity.
Iv been trying to combat these sorts of things with suggestions made to revamp the ship equipment system and homogenize some of the modular systems.
For example, If all ewar works in a similar point system like Warp scram, and Stabs do, you could effectively allow any type of ewar to easily be countered by 1 type of modular. This would mean that you could most easily deal with the complexity of the game by picking up a singular module.
This also means that builds by default should include more types of modules, which is a really good thing as it increases the player - gui interaction rate, one of the weaker spots eve has in its combat system (simply put if you push buttons more, you have more fun).
What should happen is we should go off only high/low/medium slots and start having things like role specific slots, and specialized slots that force only specific module types. I’ll give an example of this
lets say we have a recon that specializes in turret disruption. If we shift the bonus over to straight ewar, we allow the player to effectively pick up many more options because the “role specific module slot” will force ewar for recon class, this will enable the recons to use many different builds increasing depth (the better, more desirable cousin of complexity) while reducing complexity itself.
Further, because all ewar is then countered by one module type, and that module type may be unspecific for all but counter - ewar roled ships, you will empower counter ewar more effectively.
right now its sorta like “if you take this stab you dont counter disruptor, but you do warp scram” or the other way around. And that is to much complexity for the game.
lastly,
To define this in a more simplistic way:
Depth is the instant understanding of a choice, where complexity is ambigious by nature and is often hiding a broken way of doing something.
Examples
Depth: +10% attack power
Complexity: + 10% attack power for every point of agility
Agility: also increases your armor and attack power by 1 for each point of agility.
End result
1000 agility gives you 1000 attack power, 1000 armor and an additional 100 attack power for having 1k agility.
IF eve wants to get rid of complexity it needs to shift to doing things like more “hand holding” For ship builds, or even forcing the ship to have only specific types of builds with some varying limitation to defensive / offensive options (ie passive/active tanking etc)