I'm less concerned with everyone having knowledge as much as I am concerned about everyone acting like an explorer and finding joy in the exploration simply for exploration's sake. Having targets and goals are good, we probably shouldn't always wander aimlessly (though this shouldn't be discouraged!), but concentrating too much on the target takes away the joy and makes us miss many beautiful things. I cannot find a stone that was turned which didn't end up providing utility, even if it didn't at the time. The competition can make the game more fun, but too much ruins it. It makes us loose sight that it is a game in the first place and why we play. We enrich the lives of ourselves and others by playing it, but we can also have full lives were we to all stop. I think we sometimes forget why we're playing and just do because others are or because personal gains. It's like trying to pick winners in a cooperative never ending game. Reminds me of my friend who would jokingly ask "did you win" when I mentioned a recent game of DnD. The fierce competition also discourage others from playing, but I just wish I could show them how beautiful and awesome this game is. To not let some assholes ruin our fun.
I think currently we have lost sight of why we play the game and are too caught up in figuring out who the best player is. In reality such a thing is non-determinable due to the system complexities and timescales. I also don't really see any good utility other than an ego boost but comes at the cost of hyper-focusing on temporarily near outlook rather than exploring further. We need many types of explorers and I'm not quite understanding why we've structured the system to reward only one type. Simplicity?