First and foremost, this is a game. People need to remember that. sometimes, things don't make sense, and that's OK.
However, I'm a fan of internal consistency in a fantasy or scifi universe. so I gave this a few seconds of thought. I'm still having difficulty seeing how this is immersion breaking. Italics are assumptions based on existing info.
1) it's established that FTL coms and telepresence exist.
2) It's semi-established that long-range telepresence exists (skimmers on planets). presumably it takes a lot of power, because...
3) You cannot control your own ship while telepresencing another. Presumably your entire power output is maintaining life support the FTL link.
4) Short range telepresence control of a SLF is possible.
5) Long range telepresence control of turrets are possible.
6) long range control of helm is not.
So then we come down to bandwidth.
Let's assume the Holo'Me is an avatar that the pilot has created of themselves using using pilot's federation tech. The fact that your own body/face changes is just because it's a game. We're not customising ourselves, we're making that custom avatar that resembles us closely.... no matter how freakish our pilot looks.
The avatar therefore consists of a fixed number of settings, and applied numbers. If we say there are less than 70 sliders and the maximum range for those sliders is 16, using hex you could TWEET the data for the hologram. There's no need for it to even be realtime, the computers on the ship can deal with that. So, we then get to the three things the telepresencing player needs:
1) Visual data.
2) Audio data
3) Response.
Visual data needs to be: ship control positions, HUD data, location of enemy/ally ships.
Audio data needs to be: 2-way coms from main ship to remote ship.
Response needs to be transmitting your controls to the remote ship.
OK. Visual data... ID of ship, data about ship (health, shields, target, firing state, make of ship). No video feed is needed. Telemetry can be visualised on the remote commander's HUD with that data.
audio data - the highest bandwidth of this whole thing, with decent compression. We do this now with audio compression, ip phones, etc.
Response - just like the game itself. A keypress ID.
So, we're looking at a one-off packet of pilot ID, a constant stream of audio, and a stream of telemetry data.
OK, that leads us to: Why the hell not just broadcast financial and exploration data?
Most likely explanation:
Fear of tampering with the data.
The PF don't give a damn if you mess up another pilot's ship. They do care that exploration data is accurate.
Now, that means that BUYING data remotely should 100% be possible, and for some reason it just isn't. This could be a limitation that's not advertised (which would be my favourite reason, something deeply secret that the companies that make the kit don't want people to know), or it could be that the data companies maintain some sort of DRM (has to be handed over on a physical tape, or similar.)