Certainly it'll be an interesting CG without restock, repair, contacts or UC. None of those are strictly necessary, of course
- you can use SRVs to scoop up iron and nickel quickly from nearby metal-rich worlds, then convert those to limpets. Or laser-mine them and scoop manually.
- the outfitting has AFMUs, which are full when bought, so a repair service isn't strictly necessary: buy an AFMU, use it to repair, then sell it again. Hulls can be repaired by limpets as well, if necessary.
- lack of contacts is fine so long as you don't commit any crimes
- lack of UC is fine so long as you stay alive
They all would make things easier, but they're not strictly essential to succeed. Given that the last Distant Worlds CG reached 12 times its original Tier 8 target ... a bit of extra challenge (you're trying to establish a station at a record distance, after all) is clearly needed anyway.
I've seen a station like that recently, in Colonia (can't remember where exactly).
I had previously posted that I'd never seen an Orbis station that didn't have a shipyard. Then I came across one like that, listed as an Orbis, with no shipyard.
Mortimer's Charm in Kinesi.
In lore it's a hydroponics facility - a very large dockable one - to ensure a stable long-term supply of food for the region without needing to settle the local ELWs and WWs and risk damaging the native ecosystems there. The limited facility list makes sense from that perspective.