I also remember the outcry during Elite Dangerous' premium beta at having to haul biowaste to produce tea in sufficient quantities, and I believe Frontier's intention was for ships and components to also be produced via natural resources, but I don't know if that was ever implemented (I seem to remember it being much harder to find stuff during PB) of was quietly dropped along with the more realistic Economic Sim.
I dont recall inputs ever increasing outputs in ED or non commodities (weapons and internals) running out of stock.
With a hundred or so systems, or a few hundred economic nodes, I dont see why SC economic plan couldnt work, in theory, if the NPC population is abstracted.
Assume that everything gets all the inputs needed carried out by NPCs, and generate them doing the approapriate activites in the approtiate systems.
If Players then interfear for good or bad, then have that change the state of the node.
If they pirate, then put the node in a state or short, that flows up the line and generates the missions for supply and anti pirate operations.
Over supply of inputs by players lead first to increased manufuturing but then price drop offs, and possible mantufatiry nodes chaing what they prodcue if each can produce a range of items, depending on profitability
Akin to in Victoria Two the Artisan Pops, looking at the cost of inputs on the markst vs the cost of finish goods to try to make a profit, to buy their life, every day, and luxuary needs, changing their output based on market forces.
Nodes in a system could have a common market, then be allow to trade one two and three jumps away at ever increasing costs to meet needs and determine what is most profiable.
Akin to the Local, Sphere and Global markets in Vicky2
Have a RNG for crop blights creating famines, and outbreaks, to cause Pops to not work, and increase the local demand for food and or medicine.
That isnt to say as soon as players get involved it wont all go belly up and the UEE suffers a market crash, but something they should be able to make for players to break.