There are a lot of people who enjoy the 'numbers game'. In fact there are posts in this very thread saying so. Trading would be completely dull without it from my pov. Also this was a key feature of the Elite games from the very beginning so what makes you think it wasn't intentional?
I don't think you will get a lot os support for scrapping the current trading system completely.
I dont doubt it was intentional. I'm saying it's intentionally stupid. It's a boring, crap mechanic (commodity trading) that doesn't make sense within the game's own logic ...much less is it really any fun in real life playing it as a game. Nobody likes this. You've just been stockholme'd into thinking it's something you enjoy, like enjoying going to school or enjoying tv commercials.
1. lets look at it from within the game's own universe. Why would a single pilot get into bulk commodity trading when such commodities are being tranported and traded between stations in quantities that would dwarf the hold in any ship a player can pilot many many hundreds of times over in all but the most unpopulated tiny stations? almost all stations other than those populated < 10,000 would be serviced by huge transport ships operated by massive companies. You'd never be able to undercut their costs/prices. Nobody would ever buy your "Trader joe" level prices for goods when they can buy from the walmarts of the Elite universe.
2. Lets look at it from a player perspective. This is a mechanic that existed 30 years ago almost completely unchanged. It offers nothing to gameplay or strategy and quickly devolves into needing to manage external data to make any of your time spent worthwhile. These are things as a developer of a game you dont want to force onto your players. Gameplay should be engaging, fun, hard, thought provoking. Commodity trade boards in Elite are none of those things. The entire trade mechanic is a boring carbon copy of the same exact mechanic it had 30 years ago.
3. The correct trade mechanic should fit within the Elite universe that's been setup, (you're an independent pilot out in the big universe), and it should leverage whatever other game mechanics are implemented to make it fun, engaging, and at least helpful in role playing. I think the best way to go about that is trash the commodity trading boards and utilize the mission system to replace trading altogether. Allowing companies and npc fixers to contract independent pilots for one-off courier needs. Players looking for something in the merchant area that goes beyond that would need something like a stock market mechanic to invest in.
I agree that ship balancing is far from perfect, but can't see this solution working. Engineers could do with a lot of improvement but I wouldn't want your alternative, and as for points 1 and 2, want to try a different roll. Have to buy a completely different ship, from a different faction, possibly hundreds of ly away and maybe a faction you want nothing to do with in the first place. No thanks.
This is more of a complaint about having your armada be readily accessible than a complaint that my alternative wouln't be better. In my version, engineering is much less of a big deal because it's so temporary. So there's no grind to do a roll. There's only the initial grind to unlock an engineer (and there'd be far less of them since there's far less "modules" to engineer). And in my version, you wouldn't roll dice to get your mod (not that your roll dice much anymore for anything).
But, yes my alternative would make the fact that you dont have instant access to all your ships wherever you are a bigger issue than it currently is since I'm forcing players to switch ships instead of making one ship that is a jack of all trades.
To compensate for this, I'd suggest changing how off-duty crew are handled. Currently, off-duty crew are treated in a mind-numbingly stupid way where they automagically appear at whatever station you are in without having any way of actually getting there other than some non-disclosed method. Instead, I would propose that non-active crew members can be slaved to your ship and assigned to any other ships you have in the current station. They will then follow you as wingmen. This allows free instant transport of up to what, 3 ships (should be plenty for even the most complicated missions). However, these ships can be destroyed and you will have to pay for insurance and lose your crewmember. Also important to note is that ships piloted by crewmembers need to dock before you can access those ships again directly. They will hang out in space around non-viable landing areas and follow you system to system otherwise. If you land in a station and logoff before your crewmembers arrive, they will take X amount of real time to reach it and also dock. And since you can only assign crew members to pilot stored ships, there's no worry about abusing this for transporting goods etc that your primary ship wouldn't be able to since stored ships dont have cargo stored.
I think that kills multiple birds with one stone.