Oh I get the fun, and I'm having plenty of it - but when bounty hunting (and mining for that matter) is set out as a career, I'd expect to be able to progress through ships in a reasonable amount of time - and I wouldn't expect to be able to leap frog forward (and I'm not talking about shaving 5% or 10% here and there, we're talking factors here) by deciding to take up another career to subsidise the bounty hunting.
I don't consider using credits/hour as the metric for a game whose core concept is making profit to be particularly wrong, and assuming that this is all I care about in the game is just incorrect...
Bounties and mining should be profitable in their own right, and should at least scale as you progress to more powerful ships - right now I'd think it would take weeks if not months of pew pew to get anywhere near a Python or higher... I decided to trade for a week and here I am, sitting pretty in a grade A Python - I just don't think that's right somehow.
An idea I had to remedy the situation would be to offer ships/modules cheap/free as part of mission rewards, so that you begin your bounty hunting career as taking missions from, say, the military, or dodgy factions etc. The rewards should scale as you progress through up the ranks/gain rep and would allow for upgrades to be made without too much of a financial outlay, keeping the player interested over the long term.
I dunno, a lot of people don't see it as an issue, evidently even those who do nothing but bounty hunting - I guess I'm just all for equality, me
