I had thought of something similar, and part of me likes the idea because it makes things balanced- problem is you have to take into account PP modules which are radically different with some being...not so good.
I know, I was laughing to myself at the Power that gives you a ship with Mining Lances and says 'Off you go now, good luck, youll be the first to arrive safely this week if you make it'
That buying the cargo bit does my head in, I see why its there but it just kills it, it removes any need to participate which always needs to be there for the player who doesnt want to interact, but still.
But yeah, 3 ships maybe, 1 small and fast with little cargo (maybe 3 trips needed), 1 medium with hull and cargo balance (safer but maybe 2 trips needed), 1 large with say 500T Cargo but a slow tank (ideally 1 delivery needed but takes a lot longer with more 'being in danger' during the journey) - ideally players will offer to support in their own combat ships so the player hauler can choose how to do the delivery.
Could change the mission to 1 item needing taking to 1 system, 3 times, 3 different systems or whatever. Same number of journeys for the normal player who just buys the darn things but different gameplay to match...or maybe not if they just do it in 1 go now in a T9....More thought needed.
Combat Merits - needs balancing, completely rebalancing. 30 Ships in the right circumstances is approx 2hrs, but getting the right circumstances means resetting the instance over and over and over to get the right targets to appear. Not enough PP CZs and pay is bad, I got 10 merits for killing a ship in one after waiting 6 months to find one, went back to Nav Beacon for 25 merits per ship.
The 'profit' in credits I think is supposed to come from the weekly wage, not the daily activity. I never lost more than 5m in damage or repairs in any one week so I was always in profit. Obviously if you buy you are 2.5m per week down but whats that these days? 30s of firing a mining laser?