let's just say that it's sad when the bulk of gameplay around engineers is essentially broken down into 4 easy steps that only change slightly depending on the type of mat you need.
Step 1: go collect random g5 mats which may or may not be what you're actually looking for. (crystals for raw, dav's hope/USS for manufactured, or jameson's cobra for data)
Step 2: trade for what you need
step 3: repeat steps 1 and 2 until you have what you need
Step 4: proffit by jumping all over the bubble just to get it done.
I feel the entire process could be made much more enjoyable by doing a few simple things.
Option A
1. remove materials entirely, and yes, this would include synthesis. planetary vehicle hangars should be able to resupply SRVs a certain number of times and weapons should have less restrictive ammo pools to make up for the loss of synthesis.
2. allow engineering to be done with credits.
3. give missions or tasks to be done in exchange for the ability to actually use each upgrade/rank. For example, if you want to use the g5 fsd upgrade from farseer you'll have to complete 5 missions for her, one for each unlock you want, but you'll have to do even more missions if you want to use her g3 sensors upgrades, depending on the mod you want. (engineers who share the same modules should not have the same modifications available.)
4. any unlocked modification should be able to be applied from any station with a remote workbench. (including experimentals)
5. break the experimentals down so that different engineers who share a module in common have their own specialty effects, giving you a reason to work for them. (colonia engineers should get unique effects not seen in the bubble to give reasons to make the journey and do the work.)
Option B
simply all of the above but allow the materials to remain and buff the drop rates from data scans and USS signals as well as give a better trade rate at traders.
A major part of my issue with engineering is that it feels like work, too much work. I play the game to have fun, which, for me is trying out various builds and playing with things. Engineering does this nicely but the reward does not justify the amount of work that goes into getting it. It's like a person who enjoys eating apples being forced to tend an orchard, which they don't enjoy doing, just so they can enjoy their apples. After a while, they'll just give up. Also, engineers are supposed to be unique characters in the universe, with their own backstory and motivations. What sense does it make that a person who knows how to make interdicters more effective can also increase your fsd range? wouldn't it be more likely that he understands more about the boot time or how to better protect said fsd drive from attack than an explorer who focuses on jump range? While we're at it, why have so many engineers that can all do the same thing? 2 g5 fsd engineers? who can all do everything? doesn't make much sense to me lore wise. That's the reason for spreading out the upgrades.