Wow, now and then I'm amazed by how much I don't know about this stuff.
It's one of those things where Elite Dangerous has
immense depth, all of which is (was?) carefully partitioned off from mechanical impact so that players never need to worry about it.
The question "how much Clothing will station A produce?" is not at all a straightforward one to answer - even the data I've been able to collect so far is the result of the effects on hidden data by a bunch of hidden variables, so a completely blank slate prediction is impossible. (Though with certain bits of info about station A I can give a reasonable estimate)
The question "how much Clothing is currently in stock at station A?" is easy to answer, and with crowdsourced tools that answer can be rapidly shared. This is also the question which has more than once-a-decade in-game application.
You don't need to know that the range of Clothing production caps per economic unit varies between at least 1.23t and 15.72t. You don't need to know what an economic unit is, either [1]. And even with Trailblazers there's not much you can actually
do with that information beyond noting that a 50% Industrial should produce Clothing, unless you get unlucky. And maybe that's not "unlucky", it's "the balance of your various
humours system variables is off" but figuring that out would require hundreds of systems of carefully controlled colony construction, and even I'm not
that interested in the answer.
[1] They probably don't exist as such, but it's a useful modelling tool.
I'm not sure I even understand what they mean by that one?
I think it implies that previously "Kaine has a reinforcement ethos for scanning ships" (so gives a +50% merit bonus) was a client-side definition, so required a patch to change, so they didn't. Now it's a server-side definition, so next week Kaine gets a reinforcement ethos bonus for bounty hunting and Mahon gets the scan one, if Frontier feel like it.