Better solution:
Get rid of the need to consume trading data and etc..
The game shouldn't be about who can memorize the most spreadsheets or play the numbers game with various background mechanics. So the solution should be one that eliminates those avenues and instead focuses the player on the intentional things in the game that the player should master.
So we get rid of the stupid trade system that's circa 1985 and change to an on-demand courier system. Large mega corps handle the day in and day out trading of goods and services for planets and stations. You as an independent pilot, take on the one-off delivery requests of citizens or companies. The types of courier missions will be impacted by the local situation of systems and BGS. Since trading then no longer deals with bulk goods / commodities, this aspect of spreadsheet jockeying is eliminated with no negative drawback since that mechanic was boring and stupid to begin with.
Miners are impacted by this change to the trading system. Instead of miners trying to collect ore in quantities that dont make any sense in the economy of the future, mining will shift more towards prospecting roids rather than individually mining them. Miners sample roids looking for roids with rare makeups. This data is then logged to the ship's computer when enough sampling has been done (passive sensors are unable to penetrate into roids sufficiently to get appropriate readings of mineral makup). The miner then sells this data at stations to the local companies that are offering to buy such data. The more data sold to a given faction's companies, the better off they become economically. Prospecting drones are seen as a 1st step, only the in-depth analysis on a ship can give the necessary data needed to sell info about a roid.
So while the stupid implementation of how asteroids are done in the game doesn't change (still RNG crap), we can shift the role of miners to something that makes much more sense, while eliminating a mechanic (the commodity trading system) and all the garbage that goes along with it.
Ok, so commodity trading is gone. No need to see what good x sells for at station y. The new trading system is mission based, unable to be logged and spreadsheeted since what's offered is completely dependent on the dynamic BGS and changes every few minutes and can be impacted by the particular player looking. So far so good.
Now, the other aspect of spreadsheet jockeying that needs to go is ship balancing.
This is a multi-step correction.
1. Get rid of internal modules and core module customization. The only thing you will be able to customize are hardpoints
2. Create ship variants, with custom loadouts of the now non-customizable ship components - allowing regionalization of ships and providing some better incorporation of factions in a way that players can experience directly. Maybe certain factions are really focused at mining. Perhaps some are really focused on military ships. etc.
3. Dump engineers as it currently exists. Instead, engineers should be seen as black market illegal mods to ships that only exist for the particular ship modded. These would be very simple - straightforward changes to stats of a module that show a clear positive and negative aspect to a given engineer mod. No special effects.
With the ship changes, we can see a huge explosion in the number of ships available, with variants offering developer controlled knowns of pros and cons to all various ship stats. This allows full control over balancing. It also means players will have to strategize their ship selection as the focus shifts from attempting to make the ultimate all-rounder ship to having a selection of ships that lets you perform your various desired activities. Larger ships will be more free to be implemented like lumbering large ships and smaller ships will be able to be more accurately impelmented to their size. The developers are in control over the options available to ensure that nothing is best or worst at anything not intentional and that's far more preferrable than creating a system that forces players to spreadsheet jockey to find the best.
The change to engineers allows engineers to be canonically accurate within the game while also not destroying the careful balance of ships in the game. With no ship being great at more than 1 thing, there's far less pressure to try and find the perfect loadout and there's no way to get an edge in combat by buying or finding the best ship. any ship you get, will have weaknesses that can be exploited by the right other ship, and so on. So, gone will be the days of just picking something big and rolling over npcs / cmdr's.
So with those changes in place, you eliminate nearly all of the grindy that players fill their time with in the game. Leaving them fully open to role playing, following the narrative, and doing the missions. So assuming that Fdev actually starts putting some effort into the actual meat of the game...this will leave only travel in the game left to really fix so the game doesn't feel utterly boring and devoid of content as you move from point A to point B. But that's off topic.
So yea, i dont want fdev to rely on third party development to add content to the game. But i dont think there should be a need for the third party development to begin with not because Fdev should do it themselves, but because it's a symptom of a problem in the game to begin with and should be corrected by eliminating that need rather than finding a way to fulfill it.