Haven't read the entire thread yet, but my thoughts:
Why not just make all materials part of a genuine player-driven economy? Some mats could still be super-rare, and people who enjoy hunting, prospecting, mining and salvaging will do that and profit from it, while those who just want to engineer for other gameplay purposes will buy what they need with credits or trade goods. Everyone is doing what they enjoy.
On the hunting side I think the goal should be to eliminate the relogs and farming sites. Put some real gamecraft into finding the valuable stuff. Don't have certain mats only found in a single place/BGS state. All mats should have at least some probability of being found in every signal source, but the probability distribution is determined by location and BGS state. Have opportunities to stumble across a "mother lode" of hundreds of mats (eg a destroyed capital ship). Have the ability to find manufactured, data and raw mats in every signal source (ie any debris field could have anything in it, determined by the probability distribution of the location/faction/BGS state variables). Visiting a signal source would be exciting because you could find literally anything.
On the usage side I'd agree that the material costs should be known and fixed. Maybe the material cost is only for unlocking the blueprint, then credits for purchasing a module upgraded to specification. Maybe even the ability to upload a "custom ship requisition request" from Coriolis theory-crafting that can be "delivered" to your fleet carrier after some in-game time and a massive amount of credits...
Why not just make all materials part of a genuine player-driven economy? Some mats could still be super-rare, and people who enjoy hunting, prospecting, mining and salvaging will do that and profit from it, while those who just want to engineer for other gameplay purposes will buy what they need with credits or trade goods. Everyone is doing what they enjoy.
On the hunting side I think the goal should be to eliminate the relogs and farming sites. Put some real gamecraft into finding the valuable stuff. Don't have certain mats only found in a single place/BGS state. All mats should have at least some probability of being found in every signal source, but the probability distribution is determined by location and BGS state. Have opportunities to stumble across a "mother lode" of hundreds of mats (eg a destroyed capital ship). Have the ability to find manufactured, data and raw mats in every signal source (ie any debris field could have anything in it, determined by the probability distribution of the location/faction/BGS state variables). Visiting a signal source would be exciting because you could find literally anything.
On the usage side I'd agree that the material costs should be known and fixed. Maybe the material cost is only for unlocking the blueprint, then credits for purchasing a module upgraded to specification. Maybe even the ability to upload a "custom ship requisition request" from Coriolis theory-crafting that can be "delivered" to your fleet carrier after some in-game time and a massive amount of credits...