That's because KSP1's team was absolutely tiny and they had little funding, initially little understanding of game development and a very limited scope, which all limited coordination, limited how many features at a time could be developed, etc. The scope and dev team of KSP2 is a LOT bigger, especially with interstellar travel and multiplayer in mind with everything they build, so a lot of these features take more coordination and time to develop and, as evident, blasting out updates like nobody's business that actually don't improve a lot (because tons of the bugs are really complex), will have people label them as "lazy" anyway, so why not take your time and make sure stuff you put out there works?
Also, recent update communications and vidoes about future features have been fantastic. I'm very, very sure that even though it may feel like KSP2 isn't moving at a breakneck pace, the complexity and breadth of a sandbox spaceflight simulation with self-built spaceships over distances that span lightyears with errors during timewarp small enough that you won't notice them and syncronising that via internet between multiple clients all the while gathering science, having that look pretty and maybe, just maybe, not fry your processor is quite the task that requires careful planning and, most importantly, time.