I'll be the first to say that Elite is pretty thin on the ground when it comes to content, but I don't think the solution to that is to add more "push button get candy" style activities.
The whole crux of the current thread argument is that Frontier took away an easily repeatable, mind numbing activity people were using to get bigger ships. It's a pure example of the conditioning I was talking about before. Rat mashes button, gets food. You want to keep the rat mashing the button, you space the food rewards out over time. Elite version: PLayer hammers the same monotonous trade route over and over. Gets bigger ship "reward" at increasing larger interval. The failure of that model of gameplay happens when you find out there isn't another proverbial "button" to mash after you get your bigger reward ship.
Contrast with the "journey" approach, you aren't just monotonously repeating the same event over and over again. Trader finds a good route, runs it a couple times, moves on to the next one. In moving on, he finds a really nifty looking system, and decides to explore it out. After exploring some, he finds a great mining spot, rigs up, and does some mining. A pirate comes by and blasts him, so he uses what wealth he had to fit up a hunting ship and go bounty hunting.....THAT is an example of the "journey".
Here's another analogy I think fits. We have two really smart rats in a lab. Rat A, he just wants cheese. You put him in a maze with cheese at the end, he'll run the maze to get his goal. He really doesn't like the maze. Given a choice, he'd make his "maze" a straight corridor to run down to get his cheese. Rab B, well, he really likes running mazes. The cheese reward at the end is just icing on top. In his ideal world, the maze would be as complex as possible.
"Grind" style players are Rat A, and "Journey" style players are Rat B. The maze is Elite gameplay. Cheese at the end, bigger ship.
The problem is that their solution just seems to make the maze in question bigger, rather than more interesting. In the case of trading, do you know exactly what is usually required to 'Find A Good Route' as a trader? Speaking as a trader, the solution is finding a metric ton of bad routes first, because the mechanics in place to track routes, or figure out new ones, requires essentially visiting many, (sometimes dozens) of stations and keeping an eye on the outstanding supply/demand at every single one. And that's even when you don't run into outright bugs, with stations listing a certain commodity as an export not carrying it at all. Now, don't get me wrong, in the early days I enjoyed it because I was seeing new sights... but there are only so many planet and star models to go around, and it doesn't take very long before the new places I visit start looking suspiciously like the old places. And honestly, it wouldn't even bother me if there was at least an in-game mechanic to 'tag' specific commodity prices at a specific station and view that tagged info when I'm at another station, an in-game trading log if you will that I could consult from my comfy piloting seat. When i find myself having to leave the game in order to record or consult trading info, it plays havoc on the sense of immersion. =P In any case, it's precisely why traders run the same routes often, because finding new ones can be a colossal, and unnecessarily clunky, pain in the butt at the moment.
And mining. Dear God, mining. x_x I know that some people do enjoy it, but creeping a ship forward a minimum thrust to collect this tiny little canister over and over and over again with my scoop... getting anywhere with mining automatically requires massive repetition, and largely spending your day looking at a giant space rock.
At this point, the only two saving graces keeping me playing are these; 1) I like friendly player interaction, (which I'll be joining Mobius for, because emphasis on the FRIENDLY) and therefore enjoy amicably chatting with pilots and talking shop, as it were, about loadouts, swapping stories, etc, etc. Seriously, this is a game that is crying out for an in-game Space Bar, because right now there isn't really a safe in-game place to meet new people and chat without having to eagle-eye your surroundings for some jerk loaded up with dumbfires. And 2) I might do a bit of goal-driven exploration, such as center of the galaxy, horsehead nebula, etc. Only reason I'm holding off on that one is, well, obviously any chance for interaction flies out the window when you're that far out, and this kind of stuff will likely be my final thing to do before I take a long-term break from the game. x3