Again this should not be insurmountable, it's already halfway done via the interstellar factors hand-in anyway, isn't it?
No, it isn't. IF
does not count bonds towards the war effort they came from. Again, it can't.
And yes, I'm trying to adapt your suggestion into the current design. Suggestions which don't are, frankly, useless, because they break things in unintended and unforseen ways. We saw this happen when FD buffed the price of minerals for "balance" without considering the impact on mission rewards, which then became a massive cash cow... so massive FD knee-jerked and left delivery missions in a
worse state than they originally were.
It's not insurmountable, for sure, in a universe with unlimited resources, but it turns this from a small QOL change into a fundamental rewrite of certain functions in the game. That would put it on the "won't do" pile of tasks.
Firstly, nothing in the BGS really functions this way, breaking a single transaction into multiple, arbitrary, regionalised locations. FD have picked the effect occurring at the point it's handed in to a vendor for a reason. You suggest this isn't insurmountable... but you don't know what the game looks like under the hood, and so it may very well be insurmountable. Neither of us can make a claim either way here, but I'd suggest
Secondly, how do you represent this? Do you have separate entries for each faction in each system that the bonds can be handed in to? If so, better do the same for bounties as well, otherwise it will be confusing to players when they have "Bonds from faction X in system Y" and "Bounties from Faction X" in the same panel. And then you've just created a cluttered mess which players will want collated down to a single representation (because many are just here for the credits, and hate a cluttered transactions panel).
On the surface that might seem like a good idea, but you've just smashed the optimisation of your transaction panel searches. Why? Instead of storing a list of transactions, your now storing lists of lists of transactions. That's
Big-O of N^2. The practical effect is, you know how if you get a awarded a bounty and it takes 2-3 seconds to update if you go look at your transaction panel? That's now 4-9 seconds.
Tagging the location could also become an issue if you got a bond for a particular faction, in a particular system, and then that faction is retreated ... suddenly your transactions reference something that doesn't exist, and you've got a stale record pointing to a nonexistent combination of faction and system. Factions are persistent, but their presence in a system is not, which is why tagging the location of anything tied to a factional effect is fraught (just look at missions and similar issues people have with that...)
And then of course, there's the issue of IF. Basically you're saying that Frontline Solutions, which is universally available at non-outposts, is taking on the role of IF which is available far less frequently, and with no penalty? Again, the penalty is there for a reason... so how are you going to incorporate that? And are we going to leave the whole of IF in just for one function now? Seems a bit of overkill.
I might be "going too deep" with this, but so many suggestions which even get incorporated into the game, don't, and cause major issues later on down the track. I'll agree, this is all surmountable, in a world with infinite resources. In a world where FD can't even fix smuggling which is a far simpler "the maths is wrong, make it right", I daresay the resources required for this suggestion are well beyond FD's ability, for such little payoff.