Another thread about wanting the game laid out on a plate, the gritty universe of Elite Dangerous with little effort required.
Here you go a solution to the flower picking without a single RNG in sight and pay attention to numbers 3 and 4. Yes, you have to work your socks off and I really mean work your socks of and I don't mean running 4 tons of slave fart from A to B, but real missions they tie in with that engineer, but you get what you need.
1) Stop all this King and Rear Admiral ranking rubbish, you could never in a million years should ever be allowed to rank in both. You pick one side or the other not both, or go alliance or independent. Oh and all those who think they deserve to be Rear Admiral/King or both right now, forget it... I hope FD reset all the rankings when they bring in proper career paths for the factions, real military combat missions, proper spy on enemy facilities... so much more than running 3 tons of slave fart from point A to B to gain your rank of Baron... Sorry, but that aspect of the game is sooo underdeveloped.
2) Engineers only help players who match their elegance. Imperial engineers will only help imperial aligned players, Federation will only support fed players and so on. Independants maybe more aligned with one faction over another and may give some basic upgrades to faction aligned players. Pirates will have to go pirate engineers and not be able to use anyone else, except maybe 1-2 independents.
3) You should have to work for the engineer to gain his trust, running missions and doing jobs and if in a major faction, you need to reach a certain rank first (which will tie in with 1), and this should take a a very long time.
4) The engineer should have some of the materials for sale or provide you with access to an underground network of close contacts, where mission rewards are specifically tied to that engineer or a specialities market to purchase materials for upgrades. Of course their contacts are going to have what they need to do mods, that's why they are their contacts.
5) Specialisation of mod types between major factions, if for example you are Fed player, you might only be able to level 1 mods for shield cell banks, maybe none at all, but then you get various ammo types whilst the Imperials don't. So don't get players with godly ships that have rank 5 everything, just making the game completely childish
6) No upgrade should be able to make a ship another class, for example, thruster boosters should not be able to make Fed Corvettes quick and nimble fighters, mods are so supposed give little boosts to give an edge to exploited, not completely dominate and break the game.
7) There should have been, mining mods, explorer mods, stealth mods...
8) Some mods that would exert extra stresses, which should increase the rate of wear and tear, thus either require constant maintenance or have to be replaced outright in some cases. You want overcharged incendiary multi-cannons, fine, but don 't expect them to last long though. Most mods are not precision pieces of engineering.