I think my problem is with this environment being completely abstract and not tied to anything in a game we play - it's not like you're saving some pixel people, or destroy some spacecraft, or bringing needed materials. By performing some activities you just gain some "tokens" and Frontier arbitrarily decides how many is needed to achieve something, so this game layer feels disconnected to me.
It's like with Hauling CG's - for example Fdev decides that to build a space station million units of vegetables is needed. After a day they must increase that number, because too many people brought too many vegetables too fast.
That's definitely fair, and the game does have a major scale problem in that regard. The tonnes per person that the smaller economies can consume in normal trade - and not just of industrial materials which, fine, maybe the production lines are so automated in the 3300s, but of things like clothing and food where the per-person requirements won't have changed that much since 2022 - are also pretty ridiculous.
It ends up working both ways, too - players evacuated several hundred times the total population from HIP 23716 last week ... which would be a rounding error on the population of a big Agricultural system. Having the effort in that respect be realistic to the system size would make most systems trivial or impossible with a tiny number in the "interesting challenge" zone in the middle.
And of course with player activity - on a per-system basis - varying by a range of about 10000x as well just for the bubble, some fairly high level of abstraction is necessary to stop most systems breaking too from either under-use or over-use.
I think the Thargoid War with hundreds of smaller goals rather than one big Hauling CG is probably a bit better at least at hiding the abstraction ... provided that those smaller goals are in fact smaller, and not CG-sized in their own right, of course.