Maybe, but new players won't necessarily know how to do this and will get creamed attempting it. Or maybe they prefer to be traders. It could happen.
New players need a way into the game. It's not just credits they will be gaining, but also game knowledge. So my answer would be "probably not."
They need missions to teach new players how the game works.
The most easily understood mechanic is the Pew Pew.
Trading is less appealing to a newbie because they don't know the Trade routes so what if the game showed them the basics, like you have to travel further to get more profit and by making them jump to a few systems, rather than just one, would help them understand the map since there'll be a big mission Icon where they need to go. They can still have the short range ones as well but by increasing rewards for the longer ones, a wee light bulb may go off in the newbies head where they realize Trading is viable.
Same can be said of exploration, have a mission to get them to scan a particular system that they haven't before or if that can't be done, scan "x" amount of systems they haven't explored yet or to the value of "x" creds and return it. That would teach them the fundamentals of that.
Basically, try and get the new players engaged in the specific roles.
This also works for basing missions around the toys available in the game. I don't see any missions about interdicting players, maybe to simply communicate a message, even drop off some cargo which I hope they would pick up then jump off somewhere. Sure you can interdict currently on the assassination missions but you don't need to as they always eventually drop out of Super-cruise and you get them in USS.
There's very limited use of the other scanners regarding others.
What if a cargo scanner was required to scan one of those groups of 6 T6's as info was leaked there were illegal goods, maybe even and Artifact or Relic for the more advanced players. Then they would have the dilemma of return, maybe sell, maybe even donate to the UA group. A wealth of options in that one mission.
Kill Warrant Scanners, same thing were an example may be that pesky Funeral Barge which you can't do much with. Mission states known Criminal gets toasted, his funeral, has an accomplice who has no bounties in the system he's getting hurled into the Sun of, KWS required, go kill, job done. Some could be particularly nasty for the more experienced players as there's usually 6 in a Wing.
There's so many ways these things could be used that are sorely lacking from available missions.
They could base Missions around any of the toys you can switch in or out of your ship.
If some of these things are added to the game for new players, they can also be added for the other longer term players with the difficulty ramped up in accordance to their rank and this would add a much greater variety to the Mission structure and keep things that little bit more interesting.
Missions should be more focused on one, or even a few elements of the game if we ever get proper branching missions, and they should either teach the newbies or challenge the more experienced players out there.
I think one of the biggest problems currently is players don't know how to "blaze their own trail" and this is leading to all the one dimensional trains of thought of "must have Anaconda" and the fastest way to get to it (cash per hour threads) and it's detracting from what a lot of the game has and should be able to offer.
The focus needs to be shifted away from purely combat as the only real alternative I had when I started during 1.2 was going for black boxes / messages and light cargo missions and they got tired really fast and didn't teach me much...so once I got my ship combat viable, it's been the main way I make money.
Just thoughts.