Yeah, I also am on board with the pilot hot seating plan. Long distance travel, joyriding, giving the pilot a chance to try out their own turret setup and see if it works well, and all those things.
Similarly, SRV utility and navigation roles would be fun.
Could having internal passenger bays empty give more CMDR space? Would be cool in a beluga to ferry a player sightseeing. Or if they have the cash they could buy a ship at the other end if they got in at the same station when you left off, but I'm getting way too far ahead of myself on that one; I'm on board with the telepresence, it's a trade off but it only saves time and speed and costs real roleplayers little. I would be one of them, mostly only boarding once my wingman lands in the station with me and I would imagine actually being there in person, but I am worried about the risk/rewards scheme.
I kind of understand the idea that you give up a lot of control getting in their ship, they can go shoot someone, get fined for cargo you didn't know about, all those things; but you take that in a Wing too and there's not a get-out clause. You don't need to be near a friend to the wing, but you can also wing with a nearby random Cmdr who'os in your game instance. It's as dangerous. I think you should try and know the commander you're winging with and definitely know the ship you're getting in. Even if some remote telepresence unit is a thing, crime and punishment need to happen to keep the world feeling at least a bit real. As for rewards, I agree on the doubling. Would be good if in this, or in wing too, mission rewards were given even as minor dividends to the other members. If I'm running haulage or mining contract missions it would be good to pay my guards, beyond buying and selling items at the station where I complete the objective.