The purpose of these changes was specifically to narrow the gap between rushing to the objective without killing enemies and taking a possibly less direct route while killing enemies on the way. Most importantly it’s meant to avoid a situation where killing enemies feeling like a waste of time in echoes.
The intention is not to encourage full clearing echoes as this would likely get frustrating if you missed pockets of enemies in a more linear zone and needed to backtrack through areas that you’d already cleared.
In terms of the remaining gap between farming on the way to the objective and just rushing to it, that can definitely be narrowed further or even flipped in favour of farming by just reducing the base stability gain from echoes and increasing the bonus. The reason why the ratio’s currently the way it is is that we did not want to reduce the base stability in the initial hotfix, but this is a change that we’re definitely prepared to make in future.
I agree that it’s a problem that the bonus stability particularly rewards the playstyle of balling up a large group of enemies and killing them all at once. Changing how de-aggroing works so that it scales with the distance from where the enemy spawned or was originally aggroed is probably the right solution to this. However, this style of de-aggroing introduces the danger of players cheesing enemies by attacking them at the very edge of their aggro range, so it’s something we need to be careful to implement in the right way.