I'm not sure I'd consider myself an "Elite Veteran", but I am Master Combat / Entrepreneur Trader (almost Tycoon) with an Anaconda and enough credits to be "dangerous."
That said, your description is my typical experience of the game. Yes, the steps involved can be optimized, but even at the top tier the experience is similar. There is not much to do and a lot of what there is to do will waste your time. When it is not wasting your time, you'll realize the game is just moving you around in different colored instances -- the planets might have a different texture or the stations might have a different model, but the gameplay is connected via a spreadsheet browser. Additionally, your actions will have no virtually no consequence upon the universe beyond moving a credit counter up or down.
The strength of the game (and it is a major strength, I fully admit) is the flight model / combat. It is unparallelled. That is what keeps me coming back, hoping for bigger changes / more content -- but as satisfying as flying / fighting is, it will not support a dead "universe" forever. There are other games that scratch the same "twitchy" itch like Team Fortress, Dark Souls, DotA, etc. and often do it better and for less time-investment -- sometimes even with more permanence and long-term returns.
400 billion stars or whatever is just not impressive when you realize they're all the same and will offer you the same experience unless you "headcanon" a different one.
You'll get a lot of responses around here that will tell you to "roleplay" the abundant choices in Elite Dangerous -- like there is this unprecedented amount of freedom in what you can do if you just believe hard enough. Unfortunately, the gameplay / game design does not support these "choices" -- it is akin to taking up an arbitrary challenge to play the game in a unique way and tell yourself you are accomplishing something.
For instance, in the game 'Dark Souls' you can challenge yourself to complete the game without leveling up, even though there are no underlying game mechanics for this style of play. The game does not recognize that you are intentionally making the game harder for yourself -- the only feedback you will receive is the feedback you generate for yourself in your success or failure.
Just about every game ever created can have player/self-set goals, but these usually come about only after the content the game offers has been thoroughly exhausted, but you still find yourself addicted to the gameplay and need to excuse to play again. There is nothing wrong with this and I have done it myself -- it can add life to a game you love, but has a limited shelf-life and should not really be considered content or a victory for the game's design.
Check this out -- it is a list of self-imposed challenges for Skyrim -- I just found this and it reminds me of some of the responses around the forums in regards of how to play ED:
http://elderscrolls.wikia.com/wiki/Forum:Skyrim:Roleplaying_Challenges
Don't get me wrong -- I am a firm believer in setting your own goals and deriving satisfaction from completing them, but a game should have some kind of structured system for recognizing this and evolving /changing the universe or rewarding you in response to it -- and it does not.
People throw around the term 'emergent gameplay' without a lot of understanding of what it means. Minecraft is 'emergent gameplay' as it provides the tools with which you can create your own gameplay -- whether it be building a castle or an elaborate monster-trap with the game's redstone-programming. It is gameplay which is not intended or envisioned, but nonetheless has ingame systems that support it -- it is not forming imaginary goals outside of the game's systems and pretending the game is providing this content.
You can trade from system to system, but this illusion is shattered when you realize you're leaving & entering the same texture-swapped instances with a menu-browser that pulls data from a database with slight variations. The universe effectively has infinite resources and when one system runs out of a commodity you simply move to another without consequence for you or the system. These commodities have no impact on the systems that produce them or receive them -- it does not allow or disallow production of certain ships or materials or any other gameplay mechanics. You are simply moving number counters -- commodity supply and your credits -- up or down, basically within 10-20 minute intervals with minimal interaction from you. Netflix or Twitch is your only savior here. I know -- I have almost half a billion credits, most of which was earned via trading.
You can explore -- but this must be the most masochistic of choices, because you'll see most of the visuals the game has to offer doing just about anything else. Exploration is no deeper than looking at different textures / models and pressing a button to say you looked at them. There is nothing to "find" that is unique or that triggers universal changes -- no lost or unique technology, no abandoned civilizations, nadda. You might imagine you could locate planets for colonization (new stations or other man-made objects) or asteroids for exploitation (new resource zones, affect local governments / economies, etc.) or maybe even scout the position of enemy forces and their numbers -- but no. I'd suggest Google image search if you want to look at pretty space pictures or something like Minecraft or Terraria if you want a better idea of what can be done with procedurally generated exploration. If you really want some eye-candy, install some of the custom shaders for Minecraft -- it produces some really stunning visuals, with screenshots around every corner.
The game has tremendous potential (which is why I've stuck around and tried to keep current) but that is all it has right now -- potential. There has been no significant changes to the game since release (in my opinion.) This is a really bad sign. I have been a gamer a long time and this usually means what we've got is what we've got -- it is not going to change much now. PowerPlay is a "clever" overlay for the existing mechanics that feeds right into the roleplaying mentality, because it affects nothing other than moving around colored blobs on the Galaxy Map. You might get discounts on ships or bonus credits for activity X, Y, Z, but these are irrelevant without more dynamic content to support them (like giving systems limited resources / abundance / scarcity, or introducing mechanics to make credits more important beyond buying better ships and modules).
Again, there will be a lot of players who will disagree with me and that is fine -- there are certainly aspects to ED to love and I wouldn't be flying an Anaconda if I didn't think so. But I play infrequently and in increasingly smaller time segments. If the next couple of big patches don't add something significant, I doubt I'll be sticking around. Planetary landings and ship- / station-walking will be very cool, but is not at all what the game needs for longevity.