The reason for purchase limits isn't sidestepped at all. The limits are there (have been forever) to prevent the station from running out so that other players have access to those rares as well. As long as you have to leave the station, offload your cargo, and return for more, the limit has done its job. In which case there's no reason to manufacture a handicap on carriers for those who do wish to utilize them for that purpose. As for using nimbler ships to fill the carrier and a larger ship to load it, supercruise is the same speed for all vessels. Yes, you can use a larger transport to make the final delivery in fewer loads, but the point is, since you're still filling the carrier in the same quantities per load that you could be returning to the station, you aren't making massive gains on time. Not enough that "players with carriers" caused the rares nerf by turning in many times more quantities per week than anyone without a carrier could hope to. That's just not the case. If the distances between rares and points of sale were in the order of a carrier jump, then it would be different, but 150 LY just isn't that bad. I'm telling you, I have a carrier, and didn't bother. The rares I delivered I delivered with a long jumping cargo ship for much less hassle in about the same time.I don't know if it's significantly faster overall, and it might well not be; but it's definitely sidestepping limits on rare purchases that were set for presumably some reason. And hey, if it's not actually faster or really that beneficial to use an FC for rare goods transport, then no real harm in flagging FC'd rares, yeah?![]()
The drastic difference is when there's a CG, and you're running a 7-jump loop near the delivery point just to scrape together two thirds of your 200T capacity with CG commodities at inflated prices, and I'm across the bubble filling my Cutter every stop at a station with a nearly endless supply at rock bottom prices, dropping off at my carrier, and going back, and eventually delivering several times the quantities that you could manage in the same span.
That advantage, and the advantage of being able to impact power influence by dumping one's goods at the last minute (for the same amount of merits) are advantages legitimately earned through the gameplay of buying and maintaining a carrier, and not balance problems. It's merely game progression.