Modules are 'gear' or 'loot' that may help you face end game content but they are not in of themselves end game content. They are earned upgrades that give a competitive edge.
Community Warfare might be reasonably viewed as end game content. It's going to be a higher stakes game mode that you work your way up to by learning the game, leveling up, and earning the 'gear' you need in another mode that prepares you for the top end challenges of the game. It can be reasonably expected you enter this mode of play having learned how to play, owning 4 fully customized, mastered mechs, full equipped with modules. Playing that mode with anything less is an active choice to face the toughest challenges of the game without coming fully prepared, on the other hand you can't choose to do content where you will not face mechs with modules.
There are issues with the idea of 'End Game Content' that offers a statistical advantage in a PVP based game, like MWO. Stat based 'End game' is a PVE concept in which players make their way through one challenge after another, working up to more difficult content by earning the stats they need to take on bigger and more complex challenges. It's about making a player go through a progression to reach a final tier of content. When your only tiers of content are other players this becomes a problem, because there is no separation between 'End Game' and new or 'mid-level' players. Instead of facing challenges which are statistically designed to not require the earned 'end game' bonuses, players with no modules and new mechs are forced to fight players with fully customized mastered mechs with a full set of modules and consumables. This means, not only does the new player have the lack of experience to contend with but they are also actually stacked against foes who are literally more powerful. ELO helps with this, but frankly part of the problem is ELO does not account for placing players in different brackets based on if the mech is Basic, Elite, Mastered, or has all it's modules. There is no way for a new player to avoid facing 'End Game Content' which he/she is not yet prepared for.
This incentivizes earning those advantages as quickly as possible at the cost of branching out into new content (like more mechs) because you feel you need it to be competitive. It also discourages new players (who already have an uphill battle to learn the game while facing more experienced players) by added the frustration of consistently having weaker stats than the people they face for hours worth of gameplay. This creates a reverse progression of difficulty, where as you learn the game, the obstacles you face never grow, and because you become stronger while they remain the same, those situations actually require less skill and effort than when you started the game. As players this allows you to become lazy as you level up, rather than push you to get better at the game.
I'm not saying they don't have a place, but Modules are not 'end game content' they are reward for time played. End game content is increased complexity and challenges for experienced players who have learned how to handle it. It's something for players who have mastered the basic game and want something MORE. End game content is giving the modules to the mechs shooting AT you and saying 'okay, are you good enough now to take on this challenge and still win?' If modules are end game, MWO players are fighting endgame content from day one.
Edited by Kreisel, 16 October 2014 - 09:13 PM.

























