I agree with many others here, the "new tech broker" is the same old thing. Grind. It might be hot news for some developers here, but cheap flash games and Everquest are not the pinacle of game design any more.
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So really, why must it -again- be material collection? Is anything else really that hard to imagine or implement? Sure i get it, FD wants this to be work and to take time. But there's other ways for that. (And no, timers are not better, either. ) Some people here already calculated that they will need about 4 hours a piece for the upgrades we saw up to now. I personally wouldn't even mind if the time required would be double of that, if it would be time spend with more interesting activities.
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Just imagine that the broker suddenly realized who he's dealing with: a pilot with a ship! I know, that idea is hard to understand, but please just try. Now, as soon as the broker get it that he's not dealing with a material trader, but with a pilot, he might get to some ideas on what to use the pilot for. So he could remember some guy who stole something from him. So instead of telling the pilot to bring him 20 units of iron, but not the iron from the market but the iron you mine, he tells him to recover the stolen goods. The pilot agrees, so he has to cross the bubble to find the target. Perhaps he needs a FSD interdictor to get to the target, then hatch breakers to get the stolen stuff. Perhaps the target jumps to another system, so you better have a wake scanner along to follow. Perhaps the target currently is not around in supercruise and after 20 minutes of searching the system the mission giver decides that it might be better to draw the bad guy out by killing his lackeys. So it suddenly turns into a massacre mission, but you don't even tell how many kills are needed. After the hidden counter is filled, the bad guy may turn up or you get an update, that he coordinated the fight and now you know where he is hiding. So the next destination is an undocumented planetary base, so it requires some SRV action to recover the goods.
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And finally, when everything is recovered and the player returns to the brokers site, a wing of ships is near the brokers base and the mission updates, requesting that they will be killed before delivering the stuff.
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Add in some traveling time, e.g. make sure that the complete distance traveled is over 500 LY and that some destinations are like 150.000 lightseconds from the entry point and this easily requires more than the calculated four hours. But that time spent will feel active and productive, instead ofjust yet another material collection. And that above was just a quickly written example on how to do it.
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All the puzzle pieces are in game, we have chain missions, we have a number of different missions which each can be used here. The little glue to put them together is easily found. (E.g instead of killing the bad guys lackeys to draw him out, there might be a snitch who needs to be bribed. But he wants 20 units of painite, so off you go for mining... )
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So as we have all those small pieces, why not use them? Why once again fall back to material collection? The only two possible answers are lazyness or lack of imagination. Please let it be the second, there's plenty of people here who can help out...

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