Mining has zero affect on my game. Give me an example of how jump gates would affect you if you chose not to use them?
Give me an example of how having all ships and upgrades optionally free would affect you if you chose not to use them?
It wouldn't, unless you were in some weird war of attrition PvP wise against someone. And to give an equally obscure example for jump gates, if some CG required goods to be taken to Colonia, you'd be effectively hamstringing not just yourself but the side you were trying to support.
But none of this is the point, now is it? A game is as much about the world as it is the mechanics. The original '84 game was good on its own, but what made it a classic was the manual. The environment that manual helped to build. Elite wouldn't have been nearly as good as it was without it, because in lieu of the graphics and computer capacity to have that in game it was provided on paper, but it was still just as important to the game.
When you suggest throwing in mechanics like jumpgates, you don't just change the mechanics, you change the game environment. You change the world and what the game is.
I see arguments like this and wanting an easier time of making money, or weapon/shield upgrade demands to be on the same boat, and not the one you think. This isn't a question of an "I Win" button.
What we're dealing with here is a difference of perspective and leeway. At the end of the day we all want to feel cool and have fun. But getting what you want here would only make things worse. The farther the jump range of your ship (or wormholes/jumpgates, etc), the smaller the galaxy becomes.
And if you're playing a game where you can explore the whole galaxy, but can cross that galaxy in, say, 10 jumps... well, what kind of sense of scale does that give the galaxy? That no longer feels like a galaxy. That's Mass Effect's galaxy.
Same goes for money - people constantly want to earn more money faster. WHY? So they can buy the biggest baddest ship with full upgrades ASAP? Then what? You increase money payouts and get what you want, and then you still have to live with the consequences of that higher payout long afterwards. They see the biggest ships as an "end game" - but the only thing left after getting that is... what? More ships? A collection? Endless PvP to spend on rebuys?
And of course there is the craziness that happens when payouts get so large that money loses all meaning. It's hard to feel like your ship or career matters when you're earning millions of credits just for simple jobs. Quite frankly we've crossed this barrier long ago, and yet for some it still isn't enough!
And it even applies to combat, where there is a constant demand for the ability to deal more damage or soak more damage to the point where some feel PvP itself is becoming a joke (and don't get me started on the nerfing of the AI). People want to be able to get the quick kill, but at the same time they want to be able to take enough punishment so as to get away and survive (or tank until they get the kill). Getting killed in one hit feels unfair, sure. They want to be able to get hit
enough that they have time to take evasive action, even though that evasive action really should be coming beforehand. What they want is a level of situational awareness the game as is can't provide, and so hits on shield substitutes spidey-sense tingling.
Basically, I believe they don't want to jump farther, they want more interesting things to jump to. They don't want more money, they want things to spend it on. They don't want to soak more damage, they want to know when to avoid being hit.