GTA Online is a continuously updated networked game. The officially confirmed GTA VI product is currently described as single-player.
GTA VI · precedent, not prediction
Carry the way of thinking. Leave the answer behind.
GTA Online taught players to examine net profit, time, risk and links between assets. Those questions remain useful. Its payouts, timers, businesses and online rules are not evidence of how GTA VI works.

GTA Online supplies control questions, not answers about GTA VI.
A shared brand does not make two economies identical. Comparison is useful only where it creates a testable question.
Five useful lenses and five forbidden assumptions.
It is always useful to subtract required costs and participant cuts.
GTA Online payout sizes and heist structures cannot be carried over.
Net cash per completed loop
A purchase should be judged by new routes, time saved and access unlocked.
Property and businesses cannot be assumed to work like GTA Online.
Cost per newly unlocked capability
Active work, waiting and travel should be measured separately.
Passive production or GTA Online timers cannot be assumed.
Net result per minute of attention
Income that ignores restarts and losses overstates a route.
Death, wanted-level or insurance rules cannot be carried over.
Expected outcome after failures
One purchase may be valuable because of routes already unlocked.
Nightclub or Motorcycle Club portfolio links cannot be assumed.
Incremental value of the connection
GTA Online supplies control questions, not answers about GTA VI.
GTA Online prices and payouts changed for years. Their current values cannot seed a model for a different game.
Only the testing logic carries: net outcome, time, risk and capability unlocked.