I had thought it was understood that these mechanics were never intended to support people who want to Engineer entire Wings, let alone Fleets of ships in a short time span. You did say ships, plural.
Have you (legitimately) considered that perhaps the problem is less with the game, and more your desire/mentality, or your process in general?
When a single ship can have more than
thirty engineered modules and weapons installed, I don't think the problem is people having over-ambitious scope for their engineering.
Think about it.
An Anaconda has 35 moddable slots.
Completing a G5 mod' on a single module requires approximately 6 x G1 mat's, 10 x G2 mat's, 18 x G3 mat's, 15 x G4 mat's and 10 x G5 mat's - applied over ~21 rolls.
Multiply that by 35 modules and you need, in total, 210 x G1 mat's, 350 x G2 mat's, 630 x G3 mat's, 525 x G4 mat's and 350 x G5 mat's - applied over 735 rolls.
Even if we completely ignore all the G1 - G3 mat's, you're looking for
at least 60 HGE's to obtain the required G4 & G5 mat's - or 360 HGE's if you're going with the whole "get anything and then trade it" nonsense.
To G5 engineer one ship.
So, no.
It's not just people who're trying to engineer entire fleets of ships, or who have unrealistic expectations, who're mired by the current process.
FDev created this paradigm.
It's up to them to give players suitable tools to operate within it.