The "gotta win, so play with the best people I can find" mentality is very very rare.
So when I'm in a lobby with level 1-25 players as a 38 pilot, a 45+ that I've never played with enters and /immediately/ repositions to my ship, it's not because they want to win? I have been a witness to this behavior time and time again.
A lot of vets would use this, since self nerf through silly builds is quite common. This is because a stomp isn't fun either.
I mostly agree with you here, and partake in the same behavior myself. I will say though, I still see stacked meta ships /all the time/.
The other reason vets play with each other is you don't play a game to be frustrated. GOI can be a VERY frustrating game playing with new players. An easy way to avoid frustration is to play on friends' ships.
And make it infinitely more frustrating for those who are still in the process of learning. I mentioned this aversion strategy in a previous post.
There is no "culture of the game". It is just people coming online to try to have fun playing a game. The easiest way to do that is to hang out with friends. Full stop.
You may be assigning a more specific context to the word "culture" than I am here. Having friends/familiars in-game and choosing who to play with /is/ culture. Behavior that is not directly propagated by un-contestable game features /is/ culture. The fact of the matter is that the game promotes teamwork without regulating who you actually do that with, and the response to that is that proven players tend to stick together. That has no implication of superiority or seniority; it naturally emerges from the architecture that we have been provided.
I think this is behavior /good/ thing. The issue is that there aren't enough players to keep that behavior from making it seriously unfun for anyone else that plays against the stacked crews that appear. This could be resolved by spreading the talent - /immersion/ instead of /aversion/. Yes, it's challenging, but it's also building everyone up together for long-term rewards at the (immense) sacrifice of game-to-game camaraderie. This is exactly why I believe that it is not possible. It sure as hell doesn't keep me from discussing it however.
Footnotes:
To pose another example of my application of culture: suggesting proven loadouts to new players /is/ culture. There are no systems in place to guarantee or even ebb a player into taking an effective kit. Other players teaching them the dogma is outside of the game's architecture, but imperative to the actual gameplay. Hopefully these examples help pin down exactly what I'm talking about.
As well, I clarify in voice-chat a lot when these kinds of discussions come up and I'll do it now: I hope that I don't sound like a jerk or whiner when I bring up things like this. I genuinely enjoy conversations about engineering and design, and particularly how behavior emerges from and influences interactive systems. Sometimes my points land a little funny and it makes me sound like a more combative person that I'm actually trying to be. I probably don't have to mention this now but here I go anyways.