The number of novels and short stories that focus on minor merc units, starting with the GDL would indicate otherwise.
I'm a little confused. Those are novels, not RPGs.
Player agency is generally regarded to be central to RPGs, otherwise the players are simply railroaded into following the GM's plot.
For this reason, most RPG groups I've ever seen or heard about tend to avoid major setting events and focus on minor units or campaigns. For RPG groups, the lack of adventure hooks or RPG material may be an issue, but not the timeline itself, as situations and events are limited only by their imaginations.
On the contrary, too much lore tends to restrict RPGs, which is why most RPG settings will leave many things vague.
Without new 'stuff' the game will get old and people will stop playing it, at least as much.
This is written like a rebuttal, but that's exactly what I'm saying.
The tabletop wargamer may want new units, new minis, new maps, expanded or revised rules or new published scenarios, but as with the RPG example above, the timeline may simply be a means to an end, not the objective for such players.
As we saw in this thread, some people are quite happy to play in 3025 or Clan Invasion, yet those players can still be profitably serviced with new or refreshed products such as a $2 million Kickstarter. They don't need the timeline to be satisfied.
My conclusion (which everyone keeps ignoring) is that how you interact with BT will determine whether or not you find the lack of timeline progression frustrating or not. And I don't think we can demand that RPGers or Wargamers be frustrated with it, when the timeline may have little or nothing to do with how they play.
See my second post, above.