I don't think the engineering changes will work. They will make it easier to maintain a full stockpile once you have it, but it won't do anything to solve the problem of new players getting to engineering and needing half a dozen things they've never even seen before.
There are some simple tweaks that could be made to ameliorate this problem. For Wake data, you should be able to fly through the wake, and get the data and a small credit payout, to encourage new players to do it. Wake scanners are power intensive, and waste a vital utility slot on smaller ships. They should not be a prerequisite for getting the data, just for seeing where the wake is going at range. Wakes should also have a minor visual effect, to catch the eye and attract curious players.
When it comes to manufactured materials, combat players leave behind more of them than they could ever possibly need. The problem is, it is very frustrating and unsatisfying to need to stop and deploy collector limpets, or manually scoop up, these materials, not to mention the loss of crucial optional slots. What we really need is a material-specific method of collection, such that a player can simply fly near a cloud of materials, open their cargo hatch, and reel them in in a matter of seconds. This, too, should give a small credit reward, to encourage new players to do it. Current methods are simply too slow and frustrating.
The problem with raw materials is that there is very little reason to just wander around on the surface of planets, unless you are deliberately hunting for materials. A solution for this problem would be a new type of mission, where players are dispatched to locate, scan, and destroy a crashed meteorite. Engineer bases in particular should offer these types of missions in abundance, with each different mission specifying what type of material the meteorite will contain. Players should not need to Google how to get raw materials, and then end up being directed to a crystal site 1,000 light years away.
These three changes alone will dramatically improve the starting player engineering experience, making it far more likely that when they reach the engineers base, they will not find themselves needing to acquire half a dozen or more different material types just to progress. Instead, they will already have a small Trove of materials with which to get started, making the acquisition of remaining materials far more palatable.