High Security Systems should be safer that is a given, the issue you have is how lacklustre the actual trading dynamics in Elite Dangerous are.
There needs to be a reason to risk going into lower security and anarchy systems. Safe trade in safe space, lower reward.
The obvious solutions would be to buff the pay rates on all goods in these systems but to my knowledge that hasn't even been mentioned as an option with the next patch.
You would also need to heavily rank up the danger and skill of NPC's in these systems to stop everyone dropping into solo in Shieldless Cutters and making billions over a weekend.
The moment you make NPC's to hard, most of the PVE players scream they are OP.
They tried to sort of do this with Robigo smuggling and boom you have an weekend billionaires due to usual FD lack of testing or understanding of its player base.
Majinvash
The Voice of Open
Indeed there needs to be not only an economic benefit to flying into the lesser secure areas but more tangible risk involved in doing so requiring piloting / combat skill to successfully make a high profit in such areas.
Personally I feel the whole risk / rewards and crime system is a bit of a let down... when I am in my home system, I do a lot of assassinations and kill X type ships (clean and wanted, authority, traders, pirates, bounty hunters, nomads, celebrities, military leaders, politicians, makes no difference to me, if my minor facton wants them dead, they are killed... I can do this and kill say 100 authority ships, 50 traders, 30 bounty hunters for a few million credits, all the while without a noticable ramping up response from that target systems authority vessels, heck I can be openly hostile in a system to every faction and rarely get interdicted for that matter...
If I go on a mass murder spree then I should expect the authories to try and hunt me down with better ships or more of them and even sending bounty hunters after me who should then be able to follow me back to my home system when I jump out, but alas they do not...
Killing the BBS refresh on modeswitching would be a step in the right direction for equalising a lot of the 'exploitation' of missions such as those in Robigo...
I realise that in such busy systems there could become issues with people being able to select missions due to others taking them first etc.. so one possible solution is have the 'created' BBS list sent to each client, and allow multiple clients to select the 'same missions' if that makes any sense...
EG a BBS has a list at 9:00 am
Smuggle X to Y
Smuggle A to Y
Courier B to Y
Every player at the station while the mission is on the board could agree to run the mission once, and it would then dissappear from that clients list but no the other clients lists until they selected to do the mission
Everyone can take any of the missions and everyone gets to see the new missions posted every 5 minutes. Have the same set of missions for that station across all instances of that station at that point in time. This way mode switching would not benefit you because you would only see the missions you already can see in the current mode you are playing in. Transaction logging can still occur, it just means including a client identifier list for the 'transaction' and when the missions are completed the client ID for the completing player gets removed from the list at the end of the transaction... allowing each client that selected the mission to complete it...
How easily it can be implemented using the AWS / REDIS / MONGO system FD uses I cannot say, but it seems kind of logical to me... mission generated and stored in redis, client accepts mission, copy of transaction copied to that players 'mission inventory' and the client ID added to a list in redis linking it to the mission.
Excalibus
The Voice of the Personalities In My Head