This isn't a bad idea, but framing around "CGs should just get removed" makes it challenging to agree with the post.
And yet it's still the way I'd describe it.
That suggestion is "A start". The "final concept" would have that literally be the "CG". No success tiers. No participation rewards. Nothing. It's literally "Here's a thing" and the wont from the community and the sense of shared purpose,
with hygiene provided by the game being actually well designed should be enough.
And it's the bold bit that prevents this. FD's totally botched design of the economy and reward mechanisms actively prevents the community from getting behind any collaborative occasion without the trappings of "We'll boost the profits of the necessary items to insane levels plus throw a few hundred million your way for sneezing at the CG, plus if you even just throw 1t at it during, we'll throw some unique engineered modules at you too".
It's exactly the same design pattern for PP2 (which adds almost nothing new activity-wise)... it's just a glorified reward layer on otherwise normal activities, because without it, nobody would do it thanks to the botched economic and reward layers in the game.
Why are we getting uniquely pre-engineered cargo racks out of this CG? That shouldn't be a reward because we happened to do this CG right now... it should be in the tech broker[1], and we get access to it by paying a per-module cost including a Rep cost, because we gained a bunch of Rep to spend from helping Brewer Corporation build a bunch of things for them. Or maybe we don't want that, so we can cash Rep for credits or similar. Same same for Powerplay, we shouldn't even need to join PP in order to get access to PP module rewards. Tech broker should again hold them, and if they were facitonalised again... access to a Prismatic should again have material/credit/rep cost, with relevant rep being obtained from helping the Empire, and in particular, helping the Empire in Aisling's domain, in ways that benefit her. And Aisling herself (or at least her reps) is a T2 NPC with more complex interactions available.
In other words, when a "Combat CG" runs, the incentive shouldn't be because FD slap lipstick on a pig in the form of tiered participation rewards and one-shot modules to whoever handed in the most bonds (a completely absurd mechanic in light of the BGS)... success should be measured because the relevant faction was supported and won the war using those mechanics, and through the reputation and organic (and balanced!) rewards obtained through that activity by simply helping them out which curries favour to then access those rewards.
Then FD literally need to do nothing. They want to draw attention to a war and get people to rally behind it? They inject something and drop a galnet article. No lipstick. People go do it because the rewards are inherent, and the activity something people
want to achieve.
That's why the Thargoid War mechanically worked. It was a cause which interested lots of people, the rewards were inherent, and the outcomes dynamic. All FD needed to do was make sure things were balanced and working.
Squint a bit though, and there's still room for CGs... but in a totally different form...
actual Community Goals. Trailblazers has resulted in a bunch of people going "I wish i could pay NPCs to do it!"... which is dumb (and OT, so don't really want to debate that opinion). Instead, I should be able to drop a "community goal" to reimburse everyone an extra, say, 10k, for every tonne of good delivered, paid out of my FC (or hey, i hear Vanguards have a bank....) account. And in the course of helping that effort, that will benefit some faction/power/whatever organically because
that's the way the game's designed to work... and so as well as some extra bank, you've curried favour along the way with the Federation and Hudson, letting you get access to comparable rewards .
In other words, the credit/module rewards should come from the fact you helped that faction/power/superpower and they appreciate that by-default, not because you participated in that CG between dates X and Y and happened to drop a tonne or two of goods to it.
All the mechanics exist to support this. FD are just too afraid to use them, relying on the crutch of CGs where they can control every single aspect of it, a-la the tired old FE2/FFE design. They need to go, because they have no place anymore. The activities FD inject should be things people do because of that shared sense of community and purpose like so many insist... and if people won't because "the rewards suck", then that's a problem with the core game design, not something to be bandaided with the current CG mechanics.
[1] The system designed to be a literal "personal narrative" activity as you venture around the galaxy.