OP does not ask you of your opinion on YOUR leveling experience with the game. He points out a flaw in the way the game is currently implemented by GF.
Fundamentally I think GF understands that it is a flaw, but their ability to implement any kind of solution is lacking.
From what we have seen, they seem to take a hardline approach to "squeeze" revenue(ref. Cash shop energy packs/removed upgrade materials/pricing/etc)
As a whole, Soulworker is a game that lacks endgame. You are "encouraged" to play as a group, but ironically the best way of progression(exp-wise currently) is through soloing/suicide maniac runs.
Improving the overall beginner experience to try and improve retention rates is only a duct tape measure. All you do is prolong the time before they leave the game. Rather than aiming for long term players who invest in the game, I think their strategy is to make money off those who struggle, which directly conflicts with an easier game.