Most modern MMOs in their release year are very poor at the provided content. The same principle applies in Destiny and it is typical of any MMO – even the legendary World of Warcraft was poor on content at its launch.
The players are consuming the available content in a matter of hours (30-100 hours depending on the game) and the development team does not have the needed time to develop more content as they need months to produce something. (Especially now that in Bungie they develop for four different platforms – 360, One, PS3 and PS4 – and have their development resources divided between the platforms)
This is the main reason why developers of MMOs use various mechanisms to artificially expand the amount of time a player spends on the available content. For example they make their players to do the same missions/quests again and again, they put limits on loot, they use raids etch
All of the complaints I read on this thread are coming from people that never played a real MMO game before – because if they had experience with MMOs they would automatically identify the similar mechanics/designs/price model of the MMO genre - and Destiny was obviously their first entry on the genre.
I place the fault to Bungie for not communicating exactly what game Destiny was (I still remember their fake statements that it would have a - greater than Halo - single player campaign, the main reason that I did not buy Destiny in the end), what they wanted to achieve with the game, and for not explaining to the console users how the game would function going forward into the future (I mean the game as a service model).
This is why Bungies false strategy is backfiring at the moment and people get angry with Destiny.
Anyway I don’t think that Destiny will lose lots of players with this move, it follows a standard MMO pricing model and experienced MMO players and players that play with their friends and enjoy the game will continue to support it.