Yes, several times (I've done so).May have been suggested but:
Maybe it should be seen that ship transfer isnt actually a ship transfer as per say, but a "(Re-)Construct" of your ship build.
This would then technically just require your current station needing the (e.g. blueprint)/plans of your Hard points, core modules, optional modules, utility modules + x amount of time (which could be a time delay for the information being got from existing station to current station.
The time that would become odd in the terms of realistic is when you are at a station that does not have the module level you had in your ship, or the engineer modified modules. However, this is where a sort of cap can be introduced. If the modules is standard but not at the station you are in you have to wait more time and pay more cost for the item itself to be shipped, or got from another nearby station.
I can see this also possibly branching out in to being made to generate in to player missions. So a mission could be to transfer ship plans/modules from one station to another direct from a call of a player requesting a ship transfer. The player then transporting the goods could get a nice payment, or if something goes wrong have a big fine to pay. (obviously the goods/plans would still have to be delivered to the station, but maybe on mission fail it then changes in to a mission for salvage) all whilst the player transferring is awaiting the timer.
It is a (I think) poor way to explain the instantaneous transfer of ships but probably the best we have so far. There's lots of holes in the thing and takes some swallowing. It also doesn't address the other problem which is the affect on the Meta. Or the perception of the direction FD is taking ED.