Or incorrectly assuming. I'm very much aware that we don't have all the specifics of what colonizing entails and/or requires yet but repeating mini hauling CGs to build more stations to do more hauling to build more stations, only you get your name tagged somewhere and control placements/port types to a degree (as it's been presented) to expand the Bubble... meh. I am not particularly a hauler, only do it for CGs that I find narratively meaningful (whether that is in overarching story or roleplay wise), and I can't really excite myself based on the things we've seen. My imagination also does not present me with any possibilities which would make me excited or interested [except for things which would only be peripherally related or just have nothing to do with the actual feature] - meaning, I don't see anything arise out of this as a result of new systems being colonized that has any meaningful impact on/opportunities for my gameplay, or that advances the story.
It just looks like British Empire Simulator (but it's in spaaaaace), and my feelings on colonizing for the sake of colonizing (especially from a lore/narrative standpoint) are fairly accurately summed up in this paragraph of a text collectible from Subnautica :
Especially if there isn't any relevant narrative events surrounding colonization, it might as well not exist for me. Sure, there will be players who like it because they enjoy moving cargo around, and all the better for them. But this is all just going to be player controlled stuff to add more BGS and Powerplay systems, that I don't see actually adding anything to the story. Sure, Frontier are somewhat making it part of the lore but the way the last section of the Titan war with the proper counterattacks was treated (primarily just a fancy gameplay event where the actual narrative that led to it was seemingly treated as secondary if not entirely disposable, or only used as poor excuses for gameplay stuff)... that has made me rather disillusioned about it. And the lack of proper story articles rather than merely commenting on and responding to player actions without much foresight - namely AXI's HIP 22460 shenanigans resulting in shutting off of the anti Guardian field in that system and removal of the Thargoids that didn't look like it made much sense - wasn't any help.
But to look back at the gameplay side of it, what's going to be different if I went after pirates in a system being colonized instead of one of the many existing ones? Very little. They'd still not be particularly challenging unless I hampered myself (this I am not often interested in) or if those "better" pirates were present... it'd just be a simple inflation of numbers, not an enemy that behaves differently as the Thargoids do, or flies that much better than your regular NPC of Master to Elite rank. (Also when bounties are capped at around 1 million without a kill warrant scanner barely anybody uses, makes those bullet sponge pirates rather uninteresting targets as well... besides, there's credits getting flung around like candy anyway past the early-mid game.)
Obligatory mention of the currently non-existent Thargoid war gameplay loops. Doesn't need much elaboration. I hope they're just absent because Frontier are looking at how to best pick that story back up with their available means and/or are giving some players a break from it, but when it is what I'm most interested in both in the gameplay and lore/story...
I think I made the point, anyway. Not all features are for everybody and it's fine to not be interested in one ahead of time. Adding glorified hauling isn't going to make one like hauling when they've already fairly solidly determined on their own it's not for them. Simply putting fuel back on the carrier was already painful enough for me.