However, based on what we now know, the Eldar may be able to break the three Curses without radical and possibly diminishing soul surgery.
That's not really true. The
Eye of Tzeentch? Certainly, given how weak it is right now and unstable its foundation. The
Jealousy of Nurgle? Well yes, but it's ludicrous to claim armed heist in the core of a Chaos God's domain would be any less radical or soul-risking (at least for those carrying it out). The actual
Hunger of Slaanesh?
No. The Paths don't actually offer any means to break it, and were never conceived to do so when everyone thought there was just one Curse to begin with. They've always been about simply giving less for Slaanesh to tug on while you're alive, then shoving your soul in a special lockbox when you die so She-Who-Thirsts can't snatch it - and hoping nobody is ever in a position to smash that box. The demise of more than one Craftworld in 40k, of course, indicates.
It assumes by definition, that there's no way to simply... block Slaanesh off.
They're the ones saying, no, we can just win. We may not have the blessings of the gods anymore, but by force of arms and the will to power we can change our fate. Then we can abandon the Paths without a backwards glance.
Sure, it's what Biel-Tan would say, but it's complete nonsense. If we weren't considering the soul surgery, no one would have learned there were multiple Curses present, the unknown two making any attempt towards 'force of arms and the will to power' impossible when Kairos would in time be able to utterly hijack the Asuryani's greatest asset, and Nurgle's influence preventing anyone from moving beyond 'the retrofitted vehicles, militia, and war cultists' paradigm demonstrately fails to move any closer to resurrecting the Empire of Eld?
Is it defeatism, to, after the greatest cataclysm in the history of your species, to say maybe we should step back and reconsider our direction? To suggest that maybe blind assumptions of superiority and smacking anyone who told us 'no' brought us this mess, and doubling down won't help? Or... to suggest that the path to victory lies in creativity and a willingness to take certain risks, like the ancestors of eld did?
This is the sunk cost fallacy in its purest form.
Past choices are dead and gone. They don't exist any more. Every new choice is a choice afresh, and should be assessed de novo, based on the situation we find ourself in.
You don't get to choose and abandon core beliefs because they are convenient. Moreover, the core premise of this quest is that no matter what, we aren't doing things the Craftworld way, and our beginning vote said "
This is how we're going to do things." It's the story people want to explore: the heirs of Vaul who want to forge an entirely new path (pun unintented).
If you really don't like that, then this probably isn't the quest for you.