A monthly subscription is a non-starter for me. The only reason I became interested in this very technically innovative game is the possibility that I could evaluate & potentially even play, explore, test, build, & contribute to the game without always having to pay a monthly fee.
Monthly fees for games are an extravagance I simply cannot afford. However if there is enough complexity within the game for me to offer some service to paying players, such as doing the grinding which they pay real dollars to avoid, or offering my services as a mercenary for someone who paid real dollars for an NPC faction to provide protection... That sounds like something I'd be glad to work through, for the reward of building out my own little corner of a safe zone.
I really don't see an issue with a near-infinite procedural universe offering protective zones for pay. I wouldn't go so far as to give paying players anything like administrative control, just a larger virtual space protected by the ark-defenses.
I am willing to pay for useless novelties that match my foibles within a game; I'm eager to pay for anything that actually provides me some freedom to build bigger projects safely removed from PvP. I have no problem with doing extra grind that other players pay to avoid if it means I get to enjoy the same game features, even if my scale is limited by budget & lack of game-time.
I don't get to play often. I don't have a lot to spend, certainly not every month. That said, I am known to pay handsomely for content & resources that I want, when I can (occasionally) afford it.
Attacking the OP for proposing alternatives to subscription fees does not help to build a community centered around mutually beneficial innovation & sustainable game development.
Also: Never pay for Early Access. That rewards cut & run abandonware. Developers need quality feedback from fault-tolerant alpha/beta testers; You don't get that when people pay $50 up front (much less ongoing subscription fees) for incomplete projects that still need major revision. You get a few flash-in-the-pan bumps from media coverage, then whining & stagnation. Strictly limited alpha-access (to those who submit good bug reports & possess hardware you wish to support) & content-focused beta development have been crucial components behind most of the best games I have ever played.
Personalization & enlistment of other players are plenty of incentive for generous Kickstarter donations. "Donate $80 & get 100 hours of (server allocated) contract services!" You pay Novaquark, & the server NPCs reward other players for doing your combat/mining/building. You get to cherry pick which types of grind you focus on, while other players get a lucrative contract for whatever play-style they're focused on.
Ultimately, if the in-game economy is actually complex enough to support multiple play-styles, it's complex enough to monetize grinding without penalizing free-to-players. Everybody picks a specialty & those who can afford it can pay real dollars (or crap tons of in-game) to have other specialists take care of things they're not as good at.