I kind of disagree with some of the recommendations for what is a very planned/customizable economy (connecting supply to markets manually). Even if it wasn't quite what people were expecting, it's very clear that being the architect of a system is not in any sense really owning the system, so controlling the flow of commodities of independent businesses/companies seems a bit nonsensical. But in the same vein, these outposts and installations, especially those without player landing pads, would reasonably want to do business at a nearby market in system instead of shipping them off to even a nearby system.
Giving producers a range of influence just based on distance from the nearest star (+ or—so many Ls) would be fairly reasonable, in my opinion (someone else can think about orbit paths and whatever). If you want to prevent stations from getting too stacked, slap a weight multiplier based on the distance from the market.
Then let the different stats of the system augment those effects (security increases range, tech level mitigates the loss of a long shipping lane, wealth and standard of living increase the commodities being conveyed by producers/affect market prices), and you have all the main things tied together.
System economy influence also makes no sense currently and doesn't seem to affect anything (from the little I know). Let the main economies of a system give some buffs or perks to the actual economies of that type. I enjoy a little hunt and scientific method in games, but even if the individual effects of bodies and outposts on an orbital is, perhaps, too complex for the minds of the bubble to truly predict and document, surely there has to be some surviving economists or analysts who can tell us at least in broad strokes what in the world commanders might expect to see in a wealthy vs poor system or high vs low standard of living system.
Currently, in my head there also seems to be the very silly situation where I believe many many colonized systems currently will be heading towards a military system economy, because they're pretty much the only way to get security up which is arguably the only stat right now with a tangible effect by raising the system's security level. While having militaristic colonies pop up everywhere sounds like fun for the goids, I think it's safe to say that's boring and not quite sustainable for expansions, cause this isn't just a temporary establishment of operations, these are permanent constructions now, as far as we know.
So in a couple months (or years, fingers crossed), as a player decides to stop in my military economy system of the other dozens for goods, they're going to dock with my orbital and find... just a bunch of veggies? Simply because the station was built with the single space farm in the other orbit, despite the handful of security stations and the dozen of relay stations in the system (Currently not quite sure what else to fill those extra orbitals honestly, so the plan is to just slap down more relays).
I really like colonization so far, despite everything, and poking at the new informational horizon has its appeal to me, but I would happily give some of that up if that's what it takes to make sure Trailblazers is the success it can/even should be. I'm not new to Elite, but I am to following its development and new content, so spare me some mercy and let me be a bit optimistic/hopeful about how this can go?
With all those words out of the way, more refinery options would be amazing (though I guess their rarity is part of their value) and a dismantling option would be an easy quick patch for so many problems right now (later on, could even make players put in work shipping or transporting civs for it and only update it on Thursday ticks to prevent constant shifting and disruption of economies).
EDIT: Also if you have a colony, a call to start collecting data as you can, I'm sure some of the colonization-focused factions are handling it in their discords but haven't personally found any place that's starting to coalesce the community's data so far. At least noting down the payouts for systems after Thursday's updates, and hopefully also noting things like stats (using that Colonization Planner floating around), population, and actual security level.