Prior to the Engineer tweak - I'd agree with you. But since the materials rework, with the sole exception of two materials (exquisite focus crystals and to a lesser extent Modular Terminals) - the rest are very doable for your average gamer. I'm not average by any stretch but after the initial learning curve of what materials can be found where - I can promise you that it's the lack of knowledge that is the biggest time sink. I can roll multiples of any lvl 5 upgrade starting from scratch. The prospecting materials, Cadmium or Arsenic as an example. They might be listed as 1.5% on a planet's surface. That's 1.5% weighted against
all the other type of prospecting materials and does not take into account per piece or per rock type. Rocks drop 2-5 pieces and there are at least 2 times and more often 3 kinds (possibly 4) types of rocks that all drop a specific loot table. When you take this into account and start to learn what you need to do the 1.5% number more realistically turns into about a 5-10% chance, possibly higher. I've never had to be down on a surface for more than a half hour to get at least a dozen of any given sample in the 1-1.5 range.
Pharmaceutical idolators and similar rare mats. You learn to pay attention to USS's - and soon you will be swimming in them. In an afternoon I collected about 50, half of which was circumstantial.
The only two things you need to keep an eagle eye out for are Exquisite Focus Crystals (currently only mission reward - 1 per) and Modular Terminals (after the initial unlock you really don't ever need them again).
Further -you can get any Engineer up to rank 5 now with easily gathered general common prospector materials.
As for Engineer unlocking - you can probably average 1 engineer unlock per evening if you have the financial resources (infastructure, ships, traveling without caring). 4 hours or so if you are rich, 6 if you are living within insurance rebuy cost.
---
It's ignorance to what needs to be done that is currently slowing most players up - not anything grindy.
---
Also - not everything needs to be grade 5 for you to achieve a significant upgrade, and as a matter of fact Grade 1 have a quality all to themselves - especially if you are trying to coax out a specific trait that isn't listed on the side of the box.
---
As a first step, if you are still interested - I'd strongly recommend ignoring working for any specific upgrade until you've unlocked all the engineers first. In the process of doing so a lot of the knowledge that will save you time in the long run will be revealed. Also, probably the number 1 thing - have a dedicated long range stripped down (to the point where you are comfortable) "go buy commodities" ship. It will save you a ton of time. all but a few commodities can be bought directly off of specific market.
Hope this helps.
I've been playing since Beta and after the recent materials tweak - the engineer content is the
least grindy activity that FD has put out in the game. People used ot have to grind for weeks to months to unlock only a fraction of what Engineers impart on you as far as power for just a few nights of time investment (then once unlocked only a few hours for a new ship). 50% jump range increase? 40% thruster speed increase? Shield strength increase? Prior to engineers that took a minimum of 4 weeks + a ~5 hour or more grind for a side-grade (prismatics).
SC is pretty, but that is about it, as a backer I am rather disappointed and disillusioned, I still hope it will be great, but pretty pictures aren't enough to convince me anymore.
Also an SC backer from the beginning. SC simply cannot live up to the hype. I consider my pledge at this point price of admission to what will be one of the most epic gaming culture/community meltdowns that will forever change not just the gaming industry, but the "kickstarter" industry.
It will be glorious.