Because Jenna and Teckos tried to use their own real life ideology as an example to explain why asking for any kind of change is always wrong.
They insinuated that OP is asking for nerfs on capitals to help the new players, which he didn’t. From that they derived that whatever arguments were brought up, must automatically be wrong, not even worth a consideration.
In the end I think it’s pretty simple: some people are okay with how things are currently in the game. Some people are not. The latter tend to think about reasons, try to find alternatives. Naturally depending on their experience, they might propose things that EVE already had and someone with enough experience can tell them about it. But also, they might bring interesting ideas or simply asking (like OP did) for other opinions on the matter.
To be fair, there are threads which are strictly anti-something. Anti-ganking, anti-capitals, anti-fun. This is not such a thread. Solutions that OP is putting out for discussion might be wrong, but instead of insulting him for it, it would be better to bring up some actual analysis of the situation rather than spitting out some highly-individual and necessarily biased experience.
This is what this thread lacks a bit. Numbers.
I’ll offer this approach. If we are willing to trust Zkillboard a bit, let’s look at PVP rank of capital ships currently vs. alltime.
Notation: Ship(Recent Rank / Alltime Rank)
Carriers
Archon (76/89)
Chimera (111/148)
Nidhoggur (30/116)
Thanatos (19/71)
Dreads
Moros (108/86)
Naglfar (56/90)
Phoenix (90/130)
Revelation (67/104)
Supers
Aeon (123/126)
Hel (49/153)
Nyx (36/77)
Wyvern (164/181)
Titans
Avatar (74/129)
Erebus (106/138)
Leviathan (128/185)
Ragnarok (96/169)
Now these numbers don’t tell us the reason for the increased % use of Capitals.
What seems to be worth nothing however, are the stats for each group. You’ll remember that caps were the primary tool to shoot all things related to POS. Each sentry, each POS module gave a killmail. Clearing a POS could mean 100 structure killmails, cleaing a Citadel means 1.
Now, Dreads for instance have almost half of their 593 thousand killmails on Zkill in POS and POS structures. Carriers more than 25%, Supers close to 45%, Titans around 33%.
Since Citadels the number of those killmails went down significantly.
And yet we see all Capitals (apart from the Moros, lol) in higher use, despite in the past they would harvest massive amounts of killmails by taking down POSes.
A further look on the group stats reveals that Capitals kill Subcaps more often than they kill other Capitals.
Do your own conclusions.
Personally I think this just shows how significant the advantages offered by Capitals are at this point. It will have influence on how new players experience the game, but it doesn’t mean they won’t like it. I think the pressure-lines are: joining the largest groups asap, living in areas without caps, becoming a-class small gang pilots who take down caps or avoiding PVP. It’s not overly negative, but also far from perfect.
The last bit, avoiding PVP in relation to being hard-dropped, is hard to analyze without a great big set of data. I don’t think one should assume that small number of drops early one will drive a new player back to highsec. However, those who would experience permanent drops as a good portion of their first PVP experience, will be influenced by it. Not necessarily in the way that they leave, but this might be one relatively understandable conclusion: equality just in terms of relative ship-strength (let alone experience) seems unreachable, so they might start avoiding fights in one way or the other (going back to highsec, joining groups that provide safety in numbers etc.).
All in all, I think it’s okay to recognize the changed conditions for subcap players (where new players are a sub-group of that), in regards to Capital vs. Subcapital warfare. Does this automatically hint us towards necessary changes? No. After all, that can only be answered as part of a vision for the game / wanted game experience.
The answers to that will be different.
I could think of a number of ways to allow for more interesting counter-play for subcaps against being dropped. But this will influence both the lone/small gang subcap gang as well as large fleets.
It’s may be fair to acknowledge that the gameplay experience of casual subcap players and most new players is so extremely different from non-casual players, old players, highly organized large group players, that balancing the game for both groups is not possible.