I partly agree with you, I really don't like the relogging things, but I don't think the devs ever intended them to make up a shortfall of stuff for engineering. If that had been the intention, they could easily have done it without any need to relog by having a dozen cargo racks instead of three. I think those places were intended to be cool places to visit with some treats to find (and they are).What makes me sad about engineering is that places like the crashed anacondas were something the devs thought were needed. There is nothing--literally nothing--more time efficient for gathering mats than doing laps around an infinitely respawning yard of G3-G5 materials and then trading them around for what you need. Nothing else even comes close and that's tragic. They don't want to admit it's a grind...but they provide a far more optimal grind to address it. It's no less arduous a grind thanks to SRV mechanics, but it's far, FAR faster and more controllable by orders of magnitude. That's not players discovering better ways; that's devs slipping in appeasement mechanics and it's disheartening that THIS was the solution they came up with.
I mean, lots of things make me upset about engineering (Selene Jean, Marco F&$&ING Qwent, no G4 thrusters before Palin, etc etc.) But this particular thing is the single biggest, most complex issue I have on the topic.
The problem is your phrase "time efficient". It's a game; I don't think the devs intended anything to be done with an emphasis on minimum time. Some players naturally approach it like that though, and I think it was silly of the devs not to consider "use cases" and the effect of relogging.
I think I recall that they said they intended to reduce the benefits of relogging, about a year ago. They've managed it with geological sites and signal sources (after fixing the exploit where you could disconnect and visit the source again). I hope they get round to giving the crash sites and Dav's Hope the same treatment (but increase the rewards there at the same time).