I've witnessed and took part a lot of autopilot discussions, and I had seen a lot of, let's say, half-thought arguments against its implementation. In this post, I'll try to categorize and debunk most of those.
I will point out some statements as follows:
1. Autopilot for this game is already available as an external software in many variations.
The fact that some people cheat via botting is not a reason to add autopilot to this game. It's actually an argument
against an ingame autopilot.
2.
Most of activities in this game involves traveling between star systems to various, sometimes quite excessive degrees, especially with the introduction of engineering.Presence of capability of limiting yourself to activities in one star system does not make this point invalid.
I'm trying very hard to not post, "Buys a space ship flying game. Doesn't want to fly the space ship."
...
Dang it.
3. Amount of activities in this game which have massive amounts of jumps between star systems as a meaningful and delightful part of the experience is limited. (namely exploration and exploration missions).
Some people already explore while watching Netflix. The solution to making exploration more engagin is not to
completely automate the process, but to give players a
reason to not "honk and jump," but to actually
explore a system.
4.
By human nature, any process tends to get boring with excessive repetition.
This is true even for sex, let alone pressing the same button after circling some star.
Then you're doing it wrong.
5. Time and energy which people can spend on playing this game varies, and in some cases may be insufficient to progress meaningfully, mainly because of jumping involved.
Thanks to real life concerns, I'm lucky to get five hours a week on this game, and yet I have heavily engineered ships, an Anaconda waiting for something
worthwhile to do with it, and I have a blast every game session. I don't board flip
or use the latest credit exploits. I simply learned how to fly well,
and keep my eye open for the many, many opportunities this game provides.
Quite frankly, if you're
unable to progress in this game, even if you don't have a lot of time to play it, you're doing something wrong.
6.
Autopilot implementation may vary in functionality and limitations.
Please consider this.
I've considered it, and quite frankly, anything more than the "cruise control" setting that's already in the game will turn botting from requiring cheating software, to knowing how to set up a macro. You think it's bad now? Imagine what will happen once the barrier to entry is reduced to almost nothing.
7.
Controlling effectiveness and consequences of external software effect on gameplay and BGS is much harder than controlling those parameters of an in-game function.
Let's imagine what would be if autopilot function would be legitimately present in-game instead of it being illegally added externally.
a) Trading.
By point 1, people can already bot trade if they really want. Firstly, with autopilot being implemented in-game full-on trade automation can simply be made unavailable.
Even if in-game limited autopilot be supplemented with externally-provided functionality to enable full auto trade, obstacles which make full-auto trading unprofitable or straight up impossible can be placed, i.e. increased pirate activity, malfunctions, slow docking/undocking, even captcha on 3rd and further trade per hour; and they will touch
only people which do use autopilot as in-game core functionality is in use and its usage obviously is registered. Detecting botting at the moment is almost impossible.
b) Powerplay/BGS
Same as above, actually. Adding to that, the effect of botting on those aspects of the game can be made to be automatically counteracted to roll back a large part of it, either blatantly or by usage of NPCs. The situation will actually improve, I belive (or why are easiest to bot their way through powerplay factions are most influential?).
Insert "triple face palm" meme here.
Also? See above.
8.
Any function can be implemented as an optional for gameplay.
Anyone which have some daoistic view on traveling can opt to not use the autopilot. I remember trying to get out from LHS 3447 without jumping despite knowing how to, and was set on not using jumps at all as this, as I've thought, will make my gameplay experience better. Unfortunately, ships do not move faster than 2001 ls/s.

Hmmm... Considers taking
hours to Supercruise between the stars worthwhile, but considers manually piloting a ship for the 45 seconds it takes to perform a second jump to be beyond the pale. Something's not right here.
9. Lack of content in the game is obvious as it is, and unavailability of an autopilot doesn't make the situation better.
Lowering the barrier to automation isn't going to make what
you perceive to be a problem any better.
10. Autopilot function not being available in this game is unnatural, especially when it's already present in-game by lore (unmanned ship takeoff from planets) and technically (NPC movements), as well as it is long being present in today's technology IRL.
The auto takeoff and landing of your ship, while
you are in an SRV, is due to necessary gameplay compromises. You still need to
manually land your ship first. Furthermore, the auto-docking module doesn't fly your ship for you. Instead, station control is the one in charge. In the game's lore, there's a reason for that:
early AIs proved to be dangerous.
I may update this post in case I've missed something.
Please read the whole post, or better yet, think before replying.
By the way, reasonable ship transfer costs and transfers along with a pilot and no cargo would be a sufficient fix, but there are other pluses to autopilot's implementation as well.
This topic has been around for ages, and for me, at least, it boils down to one thing: any autopilot, besides the cruise control that is already in the game, makes it
way too easy for the game to essentially play itself. If you
want a game that essentially plays itself, may I suggest
Cookie Clicker?