The problem I see with that approach is that it would be more likely to add an "I win" button to the game than any of the player-driven 3rd party sites, since it has access to correct real-time data. So the most profitable trading routes suggested by the system would be the most profitable trading routes in the game. No exceptions - unless the data is deliberately altered and/or constantly fine-tuned in order to get to the current state of things.
I also have the impression that the harshest critics of the 3rd party *trading* sites have never used them.
You get a list of profitable trading routes. Those are not the most profitable trading routes in the game, since the data they're based on is incomplete and sometimes outdated. I've found better/closer/more efficient routes, without searching for that needle in the haystack.
I just don't want to *grind* the ones I have til I drop dead from boredom, so I use the routes suggested as an incentive to travel to some other part of the bubble.
And yes, the trading data in-game is kinda rubbish. I've hauled stuff from a station that explicitly exports it to a station that imports it according to in-game data ... at a loss. Maybe issues with the rng/seeding/calculations, but it's rather annoying.
I agree with you however I would suggest the FEW times I took a loss in your scenario was due to the fact I forgot to check the DEMAND at the import station. I got burned a few times until I realized that trading in that commodity was recently saturated and even though it was an import it was low in demand. You see this very frequently with Imperial Slaves, right. At Point-in-Time A, IS purchase for 13K at export site, sell on a return route at Point-in-Time B for 17k. When you've run the route a couple days and others have caught on, you are going to see that 17k drop steadily as time moves. Even to the point of a few hundred credits loss, Check the demand before the trip to make sure it is worth your time.