The low restock is still untenable for engaging gameplay on an already large requirement. In my opinion the large number of resources isn't the issue at all. The issue is waiting for material and/or jumping between many stations in hopes that they will have them in stock. Couple in now the immense load on the server as fleet carriers are jumping and you have a recipe for even longer wait times.
What it currently feels like:
I need you to go to costco and buy all the hot dogs they have and then wait for them to restock and buy them all up again. Once you have a semi full then bring them to me. If you want to go faster, feel free to drive to every costco in the immediate area to get a semi full of hot dogs. Once you are done with that semi full, do it all over again 45 times. This will be fun and you will have fun. Have fun.
Intent:
Currently it would appear that the intent for beta of resource number changing is to determine exactly how many man hours and finances are "acceptable" without giving the players too easy a path. So I can assume by the total resources that the intent is to make larger stations more of a squadron activity than solo, while still allotting enough time that a solo player could accomplish it if they dedicated themselves to it. This is why I think the total number is very reasonable to tweak.
Solution:
The fun in freighting is the freighting, not the waiting. Let there be resources available enough such that an experience freighter can pick up a haul and by the time they get back, they can pick up again. The restock should legitimately be turned all the way up to be able to handle all of the station construction freighting demands, and if needed increase the total resource requirement.
Make it fun by increasing and focusing on the requirements in the fun part of the loop, not a bandaid fix over the mundane.
Various Knobs as I see, it in relation to this issue:
Restock, increase/decrease wait times and fleet carrier total jump count from players clamoring for limited/abundant resources. Arbitrary waiting is horrendous for players.
Station material totals, increase/decrease financial and man hour requirements. More means more time with the squadron.
Commodity cost, increase/decrease financial and incidentally man hours.
Limited Locations, I often park my fleet carrier in nearby systems if I can't get in, creating a sense of prestige and increases man hour requirements. I don't advocate for this.
Fleet Carrier Capacity, increase/decrease changes man hours and total jump count for server load.
Just as a total side tangent, I feel the same about mining. Shooting/cracking open rocks and collecting is the fun part, not the finding. (Kudos to the mining maps that exist, but wack that it's almost a requirement)