Is that your opinion or do you have evidence to prove it? I'm searching for evidence either way not baseless claims...
It's not an opinion, it's tested fact. It can be hard to find the threads on this forum, as this was established years ago and fleet carriers and colonisation threads tend to obscure the information from a search, but there are threads out there that, in principle at least, can be found.
You can reproduce the basic research yourself:
Find a small, out-the-way system with preferably no traffic. Check the availability of commodities. Wait twenty minutes. Check again. There should be no difference as there has been no player trade. You will have seen NPCs arrive and depart, many in trade ships.
Repeat, but this time buy as much as you can of one item. Note the available supply goes down. Wait twenty minutes. See how much it has recovered by. The markets update once every ten minutes.
Now bring in a trading ship, if you can. A Type 9 works well. Buy at least three different high supply commodities and do a trade run between your current system and one with a complementary economy. Always buy at least three types of high-value, high-supply commodities and sell them at each end. Take trade missions as well if you wish. The economy slider in the status tab of the internal panel (default key = 4) for the factions at whose bases you traded (or the factions you did trade missions for) will move to the right. Eventually, your actions will trigger a boom. You can do this within the same system if the economies of the system (including planetside) bases match up, especially if the same faction owns the bases - you'll effectively double the trade inputs into the BGS.
Lots of the states are like this, although some are seemingly random, like drought. Want to cause an outbreak? Haul biowaste.
But NPCs don't do anything and there isn't even notional NPC trade calculated in BGS updates.