* Randomness as in terms of your encounters (whether a pirate comes to interdict you on a trade run, and what kind of pirate), is all fine. Randomness that decides whether one players has a god roll while you go through the treadmill a hundred times and still end up below even the nominal maximum on the slider is terrible.
* When I heard of looting and crafting, I assumed we would be able to craft modules or even entire ships as an alternative to buying with credits. Not grind for RNG USS spawns where RNG material drops to throw into a lottery with RNG stats that ultimately just leads to needless power creep.
I agree, the system we ended up with seems slightly at odds with what looting and crafting usually means. It even took quite a while after launch before we could pick up cargo without it always being illegal! I assume it is "just" because the looting/crafting system we have is a cardboard front of what it will eventually turn into. The RNG spawns for RNG mats will probably not be as jarring if the lottery looked less so, the RNG stats were scaled back a bit and with notable differences between the Engineering tiers. And the power creep would go away if the modifications weren't kept after destruction.
It's the Engineer interface design that's to blame I reckon. The way it is set up we have an unreachable carrot on the right side of the bar. Well, reachable if you cheat.