No thanks to squadrons, I fundamentally see Elite as a single-player game with a connected universe and have little interest interacting with others beyond the occasional bit of winging up when one of my IRL friends are online.
Basically, I don't want to try to use human interaction to compensate for the game's shortcomings. Lack of goals? Politics too shallow? No real connections? That's nothing to do with not dealing with human players, those are legitimate problem areas in the game with or without squadrons and squadrons simply mark those problems. When more of the game becomes meta, it places less importance on the game itself; I'm here to play Elite, not hang out on discord and discuss collaborative fanfiction.
Even further, I'd argue that going out of your way to compensate for these in-game shortcomings using squadrons and player groups promotes unhealthy game development. If players are finding workarounds to compensate for problems in the game, then it reduces the priority of improving those parts of the game. After all, why would we need persistent NPCs when some players just hang out in open to meet other players? It encourages the game development to go down the path of space social simulator 2020 rather than a proper game in its own right. I want persistent NPCs, flavourful factions and generally a vibrant lived-in galaxy full of the buzz of a variety of activities and personalities; increasing player-player social interactions is a threat to that goal in terms of development as it can be used as a low cost substitute for a subset of the player base.