I still don't get it I guess. To me, there's nothing dumber than having some random heavily developed system out in the middle of nowhere with nothing connected to it and no plausible explanation for how and why people would be out there or where the supply lines are coming from or anything like that.
The system as it is now will develop organically in interesting ways and we'll get things like districts and neighborhoods out of it.
You really can't have both. Opening up the colonization range completely breaks the daisy chain concept and turns it into play acting. Yeah sure some people will build some links just to have stopover spots but it'll be a fundamentally different thing (and in my opinion: much more hokey and artificial feeling).
The idea that there would be some mechanism to build a further colony "but only one at a time and with a commitment" is I think, unworkable. There's already a way to build farther out and it DOES require a commitment, which is building the chain. Anything which is easier and less of a commitment than that, is just doing an end run around the existing play system. It's easy to say that there would be "choice" but no. There wouldn't be, because in order to produce a "choice" that is satisfying to the people asking for it, the option would have to be easier faster and require fewer resources than the "choice" they have right now, which they are rejecting.
I think the frantic part will die down, as you say. And I hope Frontier can do something about "sniping," even if it's just giving the system architect and/or the top 3 hauling contributors a 24 hour grace period to make claims from the new station or something. But the 15ly thing is powerful and valuable. It ensures interconnectivity between new colonies in a way that you wouldn't get otherwise. It also helps ensure that each new piece added into the map becomes a useable play space for everyone.
Anyway. We'll see. I hope Frontier leave it as it is for a while at least. I don't think anybody knows for sure how this will play out, but it'll take a while before we see the shape of things. I'd rather let it run as-is for at least a couple months, ideally a year, before declaring it broken and stupid and in need of fundamental drastic changes. It's really the players and their inclinations (or lack thereof) towards communication and self organization that are going to make all the difference here.
The key is that you said "to me". This isn't about any one person but appealing to the community at large, which a good amount of people have expressed how they would like further claims or an improvement to the current system. Just because you don't like that idea doesn't mean others don't. I'm not a big fan of the 15 ly cram and perpetual risky daisy chains yet I don't care that others are and that the mechanic exists. The thing about games is there are usually ways to integrate different play styles. I hope the devs are considering all input. I'm not gonna tell you that yours is wrong and shouldn't be considered. Why does it bother you if people want to play act or have their favorite system, aren't into what you like? There would still be plenty of people who do the bubble chaining thing. Especially if long range claims are limited. It would just be nice if there were more ways to colonize, which I keep saying. Not to hate on the current system yet it is a beta so opinions are going to be expressed on desired changes and improvements.
As for realism/explanations, it doesn't make sense that humanity would be concentrated into a "bubble" that far in the future with all that tech. There would certainly be many outposts if just for research reasons. Humanity in the real world spends crazy money just to send probes into the far solar system. With FTL travel you better believe humanity would be exploring the far corners of the galaxy and setting up small shops here and there. It's not like fast travel and abundant resources don't exist in the game world yet I don't blame the game for being what it is because for design limitation reasons they had to start with a "bubble". Maybe it's time for the bubble centric universe to evolve and change though. I bet if the majority of players were given the chance to claim systems 100+ ly away they would take it. It's human instinct to want to explore and get out there. It's one of the reasons this game is more popular than the other space sims, it's the milky way. It's only beat out in that regard by literal sims like space engine.
Again the issue with daisy chaining to get far out is that for many players it is a means to an end, a grind, and will burn people out. There is also the risk of people sniping which turns the system into more of a mad FOMO dash. The existing system is beta too keep in mind. We should not be holding on to it like it is gospel because betas are used to test and change things. I think you underestimate peoples' passion for exploration and finding their favorite systems. This is plain wrong-"There wouldn't be, because in order to produce a "choice" that is satisfying to the people asking for it, the option would have to be easier faster and require fewer resources than the "choice" they have right now, which they are rejecting."
It assumes everyone is lazy and has no labor of love. I would bet plenty of people would trade in the FOMO dashes or chain grinding to choose a system they really want and apply the work to that. It makes no sense that the choice has to be easier for people to be satisfied. People reject grinds and toils when the grind outweighs the pay off. Which we're gonna see happen if people have to chain everywhere and keep getting sniped.
I wouldn't want to create a system where a person has to do lots of numbing work to chain systems and other players are waiting for the final stepping stone to be completed so they can rush the last system. That's kind of toxic. Allowing everyone to make at least one far away claim without having to chain could solve that problem. Expanding the base range would solve it. You may not see the use in it but it wouldn't effect your gameplay. If you want to create a neighborly chain you could do that. As for connectivity, I don't think everyone cares about that or if anything they care about the opposite-the bubble getting cluttered with forgotten stepping stones. This is a game touted as a 1-1 milky way, it's a game greatly about exploring. There's a lot of people who want to explore and carve out a neat system.
I could counter argue the neighborhood/connectivity point with a daisy chain is ugly and it would be cool to find lone systems shining out in the black, it would certainly feel more unique for explorers to encounter them than simply something growing out of the bubble. It's like a congested city approach vs wide tracks of open land speckled with settlements (ironically a true "frontier"). Now I don't know who said the current system is stupid and all that, I didn't. I said there's room for improvement and far claims would be nice. Maybe every player gets only one or maybe you have to earn claim credits by developing bubble systems. Give people claim credits for a 100 ly claim when they haul goods to any colonization ship = incentivize people to help others build their systems, while also earning credit/merit to someday make a far away claim. Put in the grinding work with a goal, with a labor of love approach, to someday get your "ranch" far away from the congested city.