I'm glad to see that there is some good discussion taking place in this thread. I wanted to check back in and pop a couple of responses up, in no particular order.
There's been a bit of hyperbole when it comes to discussing an increase in the rate gain. I put thought into the proposed rate increase, and I think 4/day would be the appropriate number. More than this would cause problems in my opinion. At four UE a day, you're still taking two years of playing a significant number of hours a day, every single day to reach cap. We're not discussing people capping out in six months. That's still a long-ass time to build your character, make mistakes, recover from them, grow your legend, and sunset into a reroll.
When I mentioned part-time players, I'm not talking about people who play one day a week and can't be involved in plots, etc. I'm talking about the people that play 15-35 hours a week, who, under the current curve, would require well over 5 years to reach an endgame status on their character. If there was a slight increase in UE per day (1) then staff could make it so that players who only are able to log on and play a single session for a few hours a day could be netting an additional one UE a day during that time, which would bring them to today's progression, which we all seem to think is pretty okay.
Finally, to address the multiple responses of 'UE doesn't matter!' I'm sorry, but UE absolutely matters in certain circumstances. There's entire careers that are UE gated behind a fairly steep UE walls, and we seem to be chronically short on these careers in the three or so years I've been here now. I fully understand that combat power and relevance is entirely relevant to the current metagame and who you're trying to beef with. A global change to the UE gain rate fundamentally does not change the inter-player dynamics of how rivalries work as it stands today. If you play a similar amount to your rivals, you'll still be neck in neck with them.
Just to refresh, I'm usually one of the people here on the BGBB saying that sheets don't matter when it comes to building out your character's impact in the game and being a good roleplayer. This simply isn't the case when you have a job that requires you to do coded actions, where your stats and skills do matter. Or if you're doing a job that actually does require sheet checks, either codedly or via GM puppets. If we shave a couple of months off the lead in time for these careers, it's only going to result in more competition for these jobs, and between these jobs, which is something sorely lacking in certain parts of the game.