Hardly a minority. And it's as grindy as hell. I can't wait to spend hours wake scanning outside a station hoping to get enough datamined wake exceptions to have a reasonable chance of improving my FSD so that the next time I decide to spend a week of my leisure time going somewhere AKA staring at the hyperspace screen it might only take six days instead.
Grind. Is. Real.
Long journeys are a kind of a function of a big galaxy, otherwise it would be small. Seriously just don't go .. visit Jackson's Lighthouse (black hole near bubble) instead?
Some good suggestions in thread, especially the display of new stats (new FSD range etc.) before accepting, which I think is essential. For that to be implemented though no good to expect Frontier to fundamentally change how engineers operate (why further develop something you're being told to ditch?). Story arcs too are written content, nice to see, developing your relationship with the engineer, but you have to start somewhere and that is the basic engineer (game mechanics) of 2.2?
Removing Engineer Commodities is a MAJOR concession by FD (made to people bleating about being interdicted. I swear this is not a world of men sometimes) but don't agree engineers is bad designed, at all. Just in the same way as I don't personally PP at the moment, but for me Powerplay represents great potential from core mechanic. To be able to manage territories in the galaxy .. the mechanic can be reskinned and Powerplay (the first iteration) does not limit that. eg. (and I'm no insider) instead of ten powers, copy paste the map for a War with three major factions and their areas of influence. Or copy paste again, with two .. Thargoids versus Human Space. Engineers too are a mechanic and regardless of how you perceive the RNG or how it's presented, if you didn't have that at Engineer, it's just a shipyard and we already have those more or less everywhere. Special Mods can go on sale (at Asteroid Bases) or go with Navy Rank .. later. But first you need the ship modules .. "to be moddable"?
Like I say, good suggestions are good suggestions (adding new stats, after mod, before accept) but none of these things are solved by giving everyone a headache, as no matter what ship you have you will not (and should not) ever be invincible .. A rate, G5 mod every module on a Corvette, you're still a shrimp versus scale of Capital Ship and sometimes you have to back down. This means Engineers remain optional, designs have to fit with existing (and forwad developable) mechanics and if using Engineers means collecting mats, that's the deal and it's a good one. Why would an engineer want credits? From what I can tell most of them already own their own pretty spectacular homes homos?