Michael Brooks stated (
thread) that in fact he preferred instant transfers, apparently Sandy was on the time delay side of the argument. When the senior producer steps in (MB) you can bet that's to reign in designer (Sandy's) ambitions from a financial and delivery point of view, not the designer's one. In terms of the OP, this would be a bit ironic because a slightly more thought out ship transfer system could have created content imo, certainly more 'life' in the reality of the game. I'd have advocated alternate transfer companies myself, with different characteristics of cost vs speed and more. And while you can understand Frontier wanting to be careful how they spend their money and how quickly, you'd hope the ambition to be there for something fuller.
I disagree with the OP that there's no real content. There's already quite a few contexts in which you can play the game .. say independently, for local faction (system flipping), major faction navy rankings, powers (such as they are), community goals, alien artefacts being examples of story lines to follow. Of course there are the standard careers and there is the emergent stuff too (even though it might not look like it, anyone creating ship loadout data, even screenshots of interesting planets is contributing to this). That's real content, however I think it's true that ever more options are always desirable.
For me it's a question of reaching a critical mass of content elements (in this procedural style of story design). Every time a new mecahnic goes in, the numbers of permutations (posible combinations) increase for example, you might be into alien meta alloys .. so you could camp outside an engineer requesting these materials, to supply them to Commanders in your Power OR having a certain Naval Rank OR if they are a miner OR if they fly a small ship etc. Soon you'll be able to launch a fighter to protect you and your customer while doing a cargo exchange. If the galaxy seems 'lacking content' it may be that two or three more mechanics that add to possible permutations are needed because (as these elements MULTIPLY to creat combo's) eventually there will be enough combinations that it becomes very difficult to exhaust them.