My opinion has and always will be that this game has no consequences if you have more money you now what to do something with. Character transfers and shit like that erase everything, everyone has a ton of alts, nobody scams on their main etc.
Claiming this somehow ruins the action=consequence part of eve, is just bittervets crying, again. Eve hasn't had real punishment from doing "bad" stuff from whenever character trading and alts became commonplace.
Not crying, I thought a worthwhile example of a continuing trend, perhaps.
It used to take X amount of time, effort, and money (real or otherwise) to do Y activity. The long trend since day 1 has been removing those artificial game mechanics barriers to do an activity.
Good? Bad? Depends on who you are and what you do. Plenty of good arguments for both removing and increasing time input and access to certain content in games.
I can guarantee though that this current trajectory is the same line of game design we've seen elsewhere in countless other examples that starts at one end with concepts like permadeath, subscriptions, experience, skills, etc, and ends up on the other end with 'free to play' 'class-less' 'arena' sorts of concepts.
*edit*
It's sort of always two opposing sides to game design pholosophy; one view wants you to work for getting the more powerful game content. The fancy sword, the high-powered gun, the shiny space battleship.
The other view thinks making you 'grind' for that is terrible, and wants you to access all the things you want in a more balanced rock paper scissors format, so no 'shiny' ship is the be-all-end-all.
Throw in the ability to spend $$ to access any of that content and it gets quite muddled.
Eve might be a ways removed from a twitchy respawning class-based arena combat game, but those distinctions seem to get more fuzzy as time moves on. For good or bad.