I think SOME kind of wipe needs to occur, but I can see why people don't want it. I've been burnt out by more than one beta wipe.
Part of the fun is beginning the game fresh with everyone, so the player base early on is generally on the same level on content and interacts more. Imagine launching and new players login to see the economy at a progressed state and every meaningful territory is already taken. Entire planets mined out, and most of the player base in other systems having already established dominion over valuable space. You basically have to fall in line with established order, or get crushed (we're talking final state, here).
The solution has to be somewhere in the middle.
For one, I think it's insanely unfair that you'd be able to keep things like territory going into launch. Perhaps rather than getting 1-2 units at launch, you get to KEEP 1-2 units in place, as a territory reservation of sorts. Everything else goes away. You use a consumable while on a hex you own, then get a prompt "Do you want to reserve this tile for Launch? If so, you will have X reservations remaining. [Yes]/[No]." Boom. Done.
Regarding constructs, magic BPs is basically making the wipe meaningless, as it's a game about gathering resources and progressing. Keeping BPs, absolutely, but being able to spawn every construct you have a BP for isn't a wipe - it's an ore reset and actually favors EXISTING players more, because they have a leg up in gathering the renewed ores WAY before a standard launch player because all the tools to do so are there day one. (at least if I'm understanding what's implied by "magic"). It's, frankly, just about as hollow a gesture as I can imagine. The very next day, everything would be the same when players re-pop their constructs. Seriously.
Now, perhaps "semi-magic" BPs, where once you have the skills to actually MAKE the constructs materials (including industry/assembly pre-reqs, and yes a skill wipe), THEN you can spawn it. That way, you're not shooting off to the races, leaving the noobs behind, with incentive to play the game fresh. And it should probably be limited to only a few "Reserved" BPs. Ex: You get 1-4 BP tokens based on tier (beta players getting just the one), which gives you 1-4 semi-magic BP spawns when you meet the skill reqs. Some people will favor their most prized works, others will use this to hoard expensive and timely elements/materials. (All container content will not make the trip to launch, similar to one of the alpha wipes.) Choose wisely.
As for the skills system being too easy, I kind of disagree, but I just started back and the last time I played was well before it's implementation. Some skills take days, and time locking access to content is also a big no-no in this type of game (as someone suggested) - it stifles interactivity and mentor-ship. But I get the desire for specialization meaning something, though!
I think the XP should be scaled up considerably, BUT you should be given a stacking XP bonus over the standard 90 or whatever, IF you train skills in a tree consecutively. Once you move from one tree (tab) to another, it resets back to the default queue amount and won't increase until you begin specializing again. Also, you only get the bonus upon COMPLETING a training, not simply for queuing it. That way, you can be a jack of all trades at a much slower pace, or you can specialize and progress in that tree much faster. The overall speed would be the same as now, but only if you take it one job at a time and gain momentum in a particular discipline. Lower level things should open up kind of easy, but the curve should be steeper/more rewarding on the back end and encourage players to take on/perfect various roles.
Just some ideas. I dunno.