Maybe the market could help.
Buying puts money into the economy, so should increase the economy
Selling takes money out, so should decrease it.
Huge void opal prices would then suck away that investment
I have always been dubious about profit and profit only effecting inf. What does the faction care about how much you paid for the goods?
I can 100% get behind this... pre-3.3 I had some very hardline views this sort of thing. I didn't consider it for exploration or trade profits because of no way to separate the act with the reward, but for Bounty Hunting, I've always been of the impression that claiming bounty vouchers should *reduce* influence, and the influence effects should derive from the targets you destroy; destroying a ship reduces that faction's influence and increases the influence of other factions as expected, but handing in vouchers is an outright exchange of that factions influence in exchange for filling your own pockets.
Now that we have a more complex BGS, I'd propose (and probably suggest over in the suggestions forum) the following:
Trade (regardless of profit/loss):
Buying goods off a market: ++ Economy
Selling goods to a market: -- Economy
Selling goods to demand commodity: ++ Influence
Selling goods to a supply / no demand commodity: -- Influence
Selling goods to a Black Market owned by Anarchy: ++ Influence, -- Economy for owner
Selling goods to a Black Market owned by non-Anarchy: -- Influence, -- Economy for owner
Hand in exploration data: ++ Influence, -- Economy
Destroying any ship: -- Influence, -- Security for owning faction
Handing in Bounties: -- Economy, ++ Security for issuing faction[1]
Handing in Exploration data: ++ Influence, -- Economy
In all cases such as Exploration Data/Bonds/Trade, there should be the option to "donate" the goods which voids the economic penalties. Conversely, "Donation" missions should be removed from the game, and replaced with the ability to donate arbitrary credits and goods (only goods in demand) in exchange for Reputation and the appropriate economic increase.
In this case, missions become *vitally important* for propping up a faction. Sourcing goods demanded in a mission or undertaking deliveries should still carry the overall positive benefits to both influence, rep and economy, as it's a specified activity that will purpotedly aid the faction beyond the realms of standard trade arrangements.
I'd also argue handing in Combat bonds should be ++ rep and -- economy for the issuer, and -- rep for the opposition, but Hostile is still a broken rep state in this context. Until Fleet Carriers come in (provided they're implemented correctly) there's no way to address the lack of rep loss with opposition during a war.
[1] This is a tricky one. Ideally the security effect would occur on destruction, but the ships destruction is really only relevant for the bounty issuer's security, and without knowing more about the game's internals, it would probably be the only way to perform a ++ Security for the appropriate faction.
The majority of players tend to engage in "lawful" activities - trade, mining, exploration, bounty hunting - rather than criminal ones.
Just a minor point, but an important one. I try to constantly refer to "unlawful" activities as antagonistic, rather than criminal. They *are* criminal in the relevant jurisdiction, but in my opinion it doesn't make the perpetrator, broadly, a criminal.
Case in point I was a heavily wanted criminal in a Federal jurisdiction at one point, then I managed to flip the jurisdiction (And control) out of the relevant jurisdiction where I was wanted, and this happened to be the total jurisdiction of that faction. That meant there was no way for that faction to ever bring me to justice against my will.
The lack of any Military career path like what existed in FE2/FFE functioned exactly like that... your actions were activities sanctioned by the power of your choice, but were of course criminal in nature at the target; that doesn't make the player a criminal, or even a "Bad guy". Such activity is sorely lacking in ED, but that's very off-topic here.
tl;dr It's why I keep saying "Boost being hostile/antagonism" rather than "criminal activities".