That is the level of gameplay involvement we are talking about here. While navigating, there is no serious dangers or surprises*.
Yup. But there is grind and efficiency to play off against each other. Which is gameplay involvement as much as levelling up your phlanx of Roman Archers vs getting them out there and offsetting enemy advancement is. Do you optimise one aspect (time to target) or another (cost) or even add a secondary bonus (honk each system you pass through, to be sold later at a profit)?
There's also the gameplay of "I will stay within the bubble so I don't have to jump too frequently" vs "I will visit this other bubble, but it's two solid days of jumping and honking".
There is also the gameplay of "I will plan a proper route and pick up some goods here, sell them at this intermediate station where I will buy this, and then move to this station to sell some more and buy more, thenmove on to the final station where I will empty out my hold and plan my next run where I don't just spam-chain from A to Z skipping the rest of the alphabet".
Admittedly, one of the problems with E|D is that the tools to make just such a satisfying route is not possible with the ease it deserves. But there's no reason to go 6 jumps from a hi tech to agri world selling tractor parts and not bother trading at any of the 4 intermediate stations. The choice to spam-link those 6 jumps is one YOU TOOK. And you're complaining about it?? You're playing it wrong
Player initiated missions where you "phone ahead" and arrange a trade then plan ow to get there without an empty cargo hold IS the trading game E|D is currently missing. Maybe that's in Season3, along with the "Science Expeditions" that will make Exploring more interesting. NOTE: just spitballing there: I have no insight other than WWID.
But you definitely can currently work on a route plan that takes you from A which sells abc to B which wants b and sells ad, to C which wants ab and sells e which B wants along with d, as does A. You now have a route where you have something to do at nearly each stop. Game play to the gills!
But you never considered that, did you. Simple A sells a B buys a, sells b, A buys b. Find an A and B that is satisfied, complain that there's 12 jumps in a row doing nothing but looking at the wibbly wobbly loading screen timey wimey stuff.
And, yes, that IS some lovin' that Trade could do with in E|D.
Currently they're concentrating on Combat, since that's where everyone will spend SOME time in. They're also adding carrots to make people play in open and forgive the lack of the single player standalone system. And adding this trading scheme requires a heck of a lot of UI work, especially on the navigation map, but also new entire "notepad" screens to jot down possible goods to trade, and methods to inquire of places to sell or buy each of those goods. That's a hella lot of work to do, and all the while none of the rest of the game will get any loving.
This may not be what they ARE doing, nor their reasoning, but it explains what they've done to date, and what I'd do if I were Braben and the entire team.