it also does not take into account the value of the cargo so it could easily result in everyone on source and return wing missions making no money, or even losing money to complete the mission.
id rather payment system stay the way it was/is as while yes to does not exactly make it logical in reality to have a payout turn into 60 million from 20 just because you got 4 people in a wing, it was never really profitable to solo a wing souce and return mission even more so now but it was also the case prior to the first "fix" on this issue.
In the case of Source & return missions -
Having the Compensation Paid as a pool would allow the PC to first work the local Markets (even through the use of Wing Members as "scouts") to get the Supply Chain Identified, the Cargo Purchased, Transferred to the Dock for Pickup, and for Wing Members to then be repurposed into appropriate roles to get the Cargo in question effectively delivered. The Compensation Pool funds would be used for the Purchase (as this is also where the Failure Fines would be deducted) so it would be the responsibility of the PC to Effectively manage this fund as everyone's paycheck depends on getting the best price for the goods in question. Further, since everyone's paycheck is tied to the pool, Wing Members can choose whether or not to participate based upon their track record of profits coming from a given PC.
Granted it still needs fleshing out, but IMHO, this is more engaging gameplay than an individual finding a high-value mission and through the Magic of Corporate Welfare, everyone they choose to invite getting paid a Magic Multiplier of the initial contract in question. It addresses Risk v Reward, incentivizes success, and properly punishes failure - because if a given PC develops a running history of unprofitable behavior they are not going to be able to hire on the help they need to complete these missions.
Just my 2cr
Additional:
Back in the pre-Engineering days there were multi-part Missions. They basically specified (in the case of S&R Missions) that they were multi-stage missions up front, with an over-arching timeframe and reward to match.
They would start out with Source X - Deliver to A in a specified timeframe, for a set price. Depending upon your ability and time to complete that Leg of your journey (with its own bonuses/ constraints/etc.) you then would get the next piece of the puzzle to complete - while the Master timer still ran.
The cycle would repeat through 2-5 Legs and upon completion the final payout would also include any overall bonus for timely completion.
Each Leg could cause the Entire Mission to fail if either the Leg or Overall Timer had expired.
You also had the option of dropping the mission prior to completion, either because you couldn't source the goods for a given leg - or you found it to be unprofitable.
These missions were stackable, engaging, difficult (as the timer ran in real-time) and most importantly FUN!
The system that I have been proposing for the entire mission board changes the view from "a way to grind and farm credits" back to one of everyone, acting as a Galactic Entrepreneur, accepting contract work in a cut-throat Galaxy (where the factions/MegaCorps/Politicians don't care how, just that it gets done), managing your time and resources as effectively as possible to maximize profit/reputation/influence/contacts and most importantly FUN!
It's not about the destination...it's all about the journey!