There is an underlying trend that a portion of the playerbase is fixated on rapid accumulation of funds.
Spending half an hour in supercruise, or endlessly killing small, easy targets is not inherently engaging play if repeated over & over. The long travel time (like the Hutton run) is a good thing once or twice to really get an idea of the scale of the 'map' this game presents, and killing skimmers is a nice little bit of excitement when you're in your SRV, but as single activities they are not so much fun that I can imagine any player wanting to do only that & nothing else. Ditto for scanning a beacon then self destructing your sidewinder or any number of other short-cuts. The earliest I remember was seeking Luxuries, filling up your hold with one item & flying to a fixed POI over & over. The earliest I know of was buying a ship in founders at a discount & selling it in a regular system.
None of this is engaging in it's own right, only the sense of progression. If every purchasable item in the game suddenly became 100x more expensive you would earn the same cash on a skimmer kill as now (before it was nerfed), but the sense progression would be slower.
The game was designed around a certain rate of progress, and these shortcuts mean the player skips a lot of that learning process, making the end result feel more shallow.
But once the levelling up part of the game is over & done with, the player is left with a bunch of expensive to maintain ships and little motivation to work as hard to earn the cash to support them.
So I'd be in favour of (or at least not mind there being) a way for fully levelled up players to earn cash more quickly, using the skills they learned while levelling up.