Summary - By creating an Eve Online / Elder Scrolls Online system that rewards veteran players with stats and performance enhancing skills, you create a barrier to entry for players joining after the game has been live for a while.
New players are already at a HUGE disadvantage when fighting veterans because they are new, do not know the game/classes/mechanics, and even on level footing will lose a lot to veteran players. To further widen this gap, you have a skill system that will provide them with stats that both increase their damage, decrease the damage taken, and improve their characters in many MANY ways. Walk this forward 2 years after release, and you will have an Elder Scrolls Online problem in your game (that would be better to solve here and now).
Example - Elder Scrolls online - ESO has Champion Points. CPs give you stat bonuses per champion level over your max level, and those points translate directly into performance for your character. In PVP you have a PVP zone that uses CP points (the most popular) and one that does not (empty). As a result new players do not have a max level to grind to (when your character stops getting skills), but they have a bare minimum CP 160 (where gear stops leveling). This means if they do level these 210 levels (hours and hours of grinding), they can then join a CP battlefield where entire groups are CP600 and have many stats above them. The better characters do not need these bonuses, they are already more skilled, experienced, and knowledgeable.
I would claim that the skill system in CF is even more hostile to new players than ESO. At least in ESO you can spend 3 months of hard grinding to get your 660 levels and be on equal footing. New players after a year or two have nothing to do but wait.
Here is my suggestion (added after discussion with community)
Player A - Played since pre-alpha, active since launch, 10,000,000 skill points acquired since they turned on the server 2 years prior.
Player B - New player 2 years after launch - 0 skill points
Now player A is already stronger than player B as they have all the best gear, vessels, and most importantly, EXPERIENCE! They can break down everything you do from the get go, know the classes and counter classes, have their build and stats optimized, and know their combat rotations.
Player B joins and gets absolutely farmed. NO BIG DEAL! Player B is a veteran gamer, and knows that she has much to learn. In the space of a month or 2, learns all the same stuff as player A through hard work. She finally has identical gear, knowledge, stats, and experience.
Now player B gets to live with the fact that player A will ALWAYS be stronger than them (without a catch up mechanic that I know they have mentioned but is not in the game). Below is my suggestion.
RESTED CROW SYSTEM
Player B joins the game, and gets enough points per tick that in 1 month they will have the same points as everyone else. This means that ever new player is already behind when the game starts both in experience, gear, and vessels. They are encouraged to stay in it for that 1 month because after 1 month, the only reason you lose is because your skill is lower, not your time in. It is a very real carrot on a stick, and quite exciting as she will be getting a crazy amount of build points to spend.
Assume player A wants to make a crafting account 2 years after launch. They can do that, and within a month have a crafter that does what they need.
I pulled a month out of my butt, the ideal time IMHO is the amount of time a new player will have caught up to their peers in gear/vessels/experience. As they get stronger in those 3 things, they will also close the gap with skill points.