This is actually confirming my fears about microtransactions. PD knew the GT5 economy was broken by virtue of the high paying seasonals.
Instead of addressing this through higher paying events in GT6, they have continued with the same broken model so that they can cash in on people unwilling to endure the tedium of grinding endlessly.
It's a quantum leap...backwards.
If you're an avid GT player, you'd rather go the long way and earn the credits yourselves just like the older games, and when you buy that expensive car with your hard earn credits, it'll definitely feel more rewarding and fulfilling than getting the car the easier way.
Speak for yourself, I feel reward through challenge and immersion. GT6 AI is still mediocre, PD know this because the player still starts A-Spec events five seconds behind the lead driver courtesy of an unrealistic rolling start method. The same applies for seasonals and starting 30 seconds behind.
Now let's look at some examples from the "older games";
In GT1 you could buy the most expensive car in the game with 500,000 credits.
This could be done in roughly two, maybe three hours. There were championships that awarded 100,000 credits, excluding pole position and race win bonuses, as well as endurance events that awarded 300,000 credits.
In GT2 you could buy the most expensive car in the game in
about half an hour, if you grinded the GT All-Stars Event at Red Rock Valley, and sold the prize car.
I didn't care much for GT3 but in GT4 the most expensive car (ignoring special carbon editions) was around 5 Million. If you grind the DTM Event and sell the prize car, you would net over 800,000 credits each time. You could earn it in
two to three hours.
In GT5 you could buy the most expensive car in
half an hour if you picked the right seasonal.
So really it isn't just like the older games. The grind gets longer than ever unless this gets corrected, and changes they made in GT5 to correct the broken economy have been removed purely to increase their chances to make a buck.