Sure, that is true, it really depends on how you look at it. Out of curiosity - when developing new DLCs what considerations are taken in regards to balance - is it always done around the perspective of starting a new game and not the existing save games which are usually late game investors? There is a big shift in gameplay around the artisan -> engineer stage, where logistics and complex prodution become the main difficulty focus, while money takes a back seat.
This is particularly interesting in terms of Docklands - I can see how it can work as intended when done on the artisan level, but can get hugely out of control soon after, having more game-changing effects than all other DLCs combined. Also if that's something you can talk about - is there a possibility of a balance pass of sorts of Docklands, or are you satisfied with the way it works?