At the moment once you reach 16/32 tons cargo capacity, trading becomes a good/very good way of making money. Once you get cargo capacity into the 100s, money in the game stops being a concern, you can easily make more than you can spend.
IMHO this is will be bad for the game in the long run, now maybe Frontier have this well in hand and later in the beta the ability to earn mega bucks will end. But maybe not, so what ideas can we come up with that Frontier might like to consider?
Bearing in mind that just decreasing the profit margin will make it impossible to start out trading, the only thing I can think of is decrease the profit margin but increase the number of courier or light cargo missions available at the start.
I'm sure someone must have a better suggestion?
There was some angst in "Premium Beta" phase that money was very hard to come by, outside of endless combat farming in fixed locations... and that some testers couldn't progress through all the ships and equipment they wanted to try out.
In the current Standard Beta, trading itself is safe and lucrative, once you get the hang of it.
There will be a heap more stuff and complexity in the released game. Most of it will come down to "risk vs. reward". For example, low-margin trading in safe systems, versus high-margin trading in dangerous systems.
That risk/reward balance is out of wack for testers at present. In Standard Beta, "Interdiction" risk is minimal.
For example, three tooled-up hostile NPC Cobras can't smoke a single unarmed ZP Hauler if the pilot knows how to bug out and FrameShift effectively.

Don't expect that to carry through to the final release!
In the final game, taking a poorly defended, fat trader ship through multi-government or anarchy systems won't be good for your health.
Remember, ALL of the responsibility for risk and consequence lies with the player and their decisions. We'll all learn at the "School of Hard Knocks".
My advice is to learn the ships, weapons and strategies now, while it's a benign test space out there. Learn how to fly, shoot, run. Learn how the law works. Get used to reading the Galaxy Map's info on the systems' government types - and learn which ones will be safer, and which ones won't.
Because, in the final release, by the time you think, "I should never have flown here", it'll be too late.
