Again you write things just to post something. You said i can't understand how things work in ED, i understand very well and that's why my suggestions can change how game play can be improved. Where it say in suggestion section that "only suggestion who can be implenmented very easy should be posted"? This is only thing you have against materials weight? Because its hard to implement and need rebalance? Really?Your alleged Pros are on the most part based on false assumptions seemingly due to your lack of understanding of the way things work in ED - on the most part the alleged "Pros" are fallacious.
Engineering and materials were a relatively late addition to ED and whilst maybe a bit gamey in feel they are what they are and to change the cargo mechanics to match your own impression of the way you think things should work would essentially require a significant rewrite and rebalance of core parts of ED. You are not talking about small changes but a major rework.
Yes, i know engineers and materials are late addition, and you can see it from how it works. This is the reason i posted my suggestions, this way things can be logical and respect some of the reality. And i hope in next big patch they will rework materials and engineers so can be part of the same game, not a late addition.
Not gonna bother to give you a specific example about switching ships with cargo because it seems you don't understand simple things. I never said anything about switching ships because missions. I guess you never deposit things in real life just to use them later, ok then. Also hoarding commodities that can change in-game economy its a joke. Try to do that with 100-200 commodities and tell me if it worked.As for the switching of ships, if you have cargo then you are meant to sell it first if it can not be transferred (it is part of the game). The same would be undoubtedly true if mission passengers were on board. This may have been an on-and-off complained about thing but it is easily adaptable to and side-steps certain concerns regarding hoarding of commodities and the net effect on the in-game economy.
As for Engineers and unlocking them, the process is not arduous as it currently stands and the main restricting factor in this area is that some of the Engineers require rare commodities to be delivered to them which are restricted in the amount you can carry/purchase for trade balancing reasons.
On-balance, nothing in your proposal would actually make things easier for newer players - they would just change the fundamental feel of areas of the gameplay you seemingly object to.
I think you need to read the name of the forum section again, its called Suggestions for a reason.