Basic considerations:
FDev loves to develop its simulations on a scientific basis, so (except for bugs) no fundamental irritations/illogic are to be expected.
The systems to be developed must function within the framework of existing game mechanics - BGS, trade routes, politics (PP) etc.
As the layout of the offered stations, installations, etc. shows, there are basically two factors that are influenced with each facility - system-wide and local.
The basic consideration of any system development therefore is the macroeconomic situation of the system as a first step - position in the galaxy, surrounding systems (what do we have in the environment? Industry, refinery, agriculture, high-tech?) as this most likely has an impact on the potential markets of the system
(
@Ian Doncaster - I know that in the bubble/colonia that could not be observed, but in the bubble it might be buffered by mid-range systems, in Colonia most likely by Buff by FDev).
To use an image: it is not very promising if you build a corner shop between 4 large branches of Edeka, Penny, Aldi and Lidl.
So you first have to evaluate the characteristics of your system (how big is it developable -> how many slots do I have available, what resources are in the system -> HMC, hotspots etc.) and then decide what kind of system you want to build under the aforementioned macroeconomic aspects.
FDev's economic model seems to function primarily on a cell logic:
each type of economy acts (to varying degrees) with each other, but it is also dependent on the other economies for function.
Here in this context I limit myself to the basic economy that is necessary for the functioning of a society, so the other economies occurring in Elite, such as Terraforming, Military etc, are missing.
This seems to apply to both macroeconomics (galactic neighbourhood) and systems economics.
Working hypothesis: this also applies, to a lesser extent, to the regional and local economy.