This is the crucial element, the actual “magic moment” in EVE.
The OP and Syrias seem to be arguing from the element of “The only interesting things to do in EVE are advanced skills things”, and think getting new players into advanced-skills related activity is helpful.
They’re completely missing out that actual new players are entirely unprepared to engage in advanced skill activities with advanced-skill ships and modules. From a conceptual understanding, from a player skill, and from a “can you afford to lose it?” point of view.
When teaching anyone a new system of thought and behavior, you don’t plunge into advanced mechanics. You start with the simple basics, give them one or two things to master. If the student only has a couple things to learn and a couple tools to use, he focuses on those things and learns to use them.
As soon as he has a good grasp of those tasks and tools, you introduce the next ones. Again, since they’re few and his only focus, he learns those, and moves upward and onward.
You don’t take a grade 1 student into a library, dump 200 books and 80 tools in a wheelbarrow, and tell him “There’s your education kid, come back when you’ve finished it all!”.
From actual interaction with literally hundreds of new players, I can state categorically that the issues of an awkward interface they don’t easily learn, minimal guidance on “what do I do next”, and the lack of a more visible “reward system” to reinforce that they are growing and progressing are all far, far more relevant to player retention than “I didn’t start with enough SP to do the things I want”.
I’m perfectly fine with significantly increasing SP gain for new players - in small increments, as they play various aspects of the game, as a reward incentive for progress, and as part of a guided achievement tree presented to them so they always have some clear notion of a thing they can “do next”.
SP is fine as part of a player growth, goal-setting, interaction and reward system.
As a “startup giveaway”, it’s just a convenience and encouragement to vets, bots and farmers creating disposable or multiple alts that they want to use to immediately increase their resources.
Truly new players have no need of a T2 ship with T2 modules, or cloaks, or cynos. They do have a desperate need for goal-setting, a feeling of progress, and interaction with other players.
Startup giveaways provide none of that.