Hehe, I knew what was going to happen the moment the Video started and he started following NPCs

(been there, done that - got the T-Shirt)
Since we don't have a Sandbox (not even a resource-saving coarse one), wakes left by NPCs merely gives them a fake semi-persistence.
The Wakes trigger the illusion that "NPCs are actually doing their stuff", as they trigger the re-spawn of the specific NPC.
But other than that, we still have the original V1.0 spawning and de-spawning rules that govern everything. No Sandbox, no persistence.
No NPCs exist when there's no Player around to see them and as a result no NPC activities or presence take place outside of areas a Player is triggering their spawn scenarios.
Had he placed other Players throughout other Systems and not followed the Wake - the other Players in the correct Systems would not have seen this NPC jump in.
Because it ceased to exist the moment it HiWaked, with that HiWake being the only scripted "hook-up" possible. And that happens anywhere in any Player-populated Instance.
Same would have happened if he had a 2nd Player scan the Wake and Text him the Target System & jump there. Without scanning the Wake himself, that NPC would have vanished.
On the NPC "logic" - well, they're not really doing anything, since there's nothing to do for them other than "show presence to Player".
They also can't properly depart or approach Planets/Planetary Installations (just watch where they spawn around Planets with a Base and where they disengage - way too far out, and you'll never see one properly landing).
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I think some 3 years ago, like many others I suggested making NPC presence better and more logical - and especially more persistent. All just serving one purpose : hide the RNG/Scripted Spawning/De-Spawning as good as possible.
Starts from "everything spawns from scratch all the time" Instances (Stations, SuperCruise, System entry), going over NPCs properly following activities for their Ship type & Location, all the way to affording basic NPC interaction (basic Communication, Data inquiry, Directions, feedback for local events, proper behavior based on NPC Ship/Rank vs. Player Ship/Rank).
Nothing happened basically, you'll still get scanned by an Eagle Pirate Archetype NPC with the famous line "What do you carry I wonder?" while your Corvette or Cutter smashes a Wanted Pirate Archetype Anaconda from the very same Faction.
Fun fact : most of those "let's hide the non-persistence/spawned out of thin air" tweaks could remain relying on Scripts and only require minor changes to spawned scenarios. Fairly small changes, big difference in experience.
- you enter a new System and it's already fully populated (as if you're instanced with another Player in the current Game - except you aren't, inhabited Systems would always yield a fully developed Traffic picture)
- you re-enter SuperCruise and find it's the same instance you left 1 min ago, just forwarded (currently only possible if another Player keeps the Instance alive in SC)
- you follow any NPC and find instead of jumping to RNG locations to no end and no purpose, it properly travels to execute a specific Task
- you're now able to contact NPCs via Comms Box and have a set of specific Comms Questions (Trouble in the System? Ask a Trader where good profits are - if in good Rep with his Faction he'll give you hints... etc. etc.. Basic but functional stuff)
- if you depend a Miner in a RES coming under attack, the Miner NPC will recognize your help (and maybe offer you something, or the Faction he's working for at some point in the future if you collect enough "bonus points" with them)
- in Conflict Zones, you can contact a System Defense Force Anaconda to "pair up", since you're in a big Combat Rig as well... The NPC will appreciate the help. You'll then be that NPC's informal Wingman.
- in SuperCruise, you might see a Clean Combat NPC while you're in a Trade Ship; ask the guy for Escort and (depending on Faction Rep) the NPC might agree - for a 5% cut of your Trade profits.
- during Exploration, you might see another Explorer NPC... if you're nice, that NPC might hint you to a nice location (high-value System, otherwise maybe even a Storyline-relevant discovery)
- after entering a Distress Call and cleaning out Opposition, the out-of-fuel NPC doesn't move due to proximity as it does now (their Thrusters work just fine

). Becomes persistent USS now if you accept the request for refuel - with some rewards.
- "Special NPCs".. persistent unique NPCs that only appear from time to time or under rare conditions. "The Silver Comet" anyone? All that would now be possible.
All these things (and a whole lot more potential) are currently missing.
Folks are used to that condition - but one must keep in mind other Space Games/Sims already had basic solutions for non-combat NPC interactions and went further than ELITE almost 20 years ago.
IMHO that's something I would want to address and improve if I was in charge of the Game.