In my experience the situation is totally fine now, and works like it ought to for the most part. It's trivially easy to find 300 cr per ton profit. It's fairly easy to find 600 cr per ton profit. It's pretty hard but not impossible to find 1000 cr per ton profit. Finding a route that does 1000 cr per ton both ways is very hard in my opinion, and this is no bad thing!
For me the trade interface has led a lot of people to think that the system is bugged. For example, you might see that a system has an agriculture economy, and imports animal monitors (need to keep a close eye on those animals!) You buy a load of animal monitors and go there, docking at the closest station, only to find they're not in demand! Then you jump on the forum and complain about bugs.
What's actually happening is that the system is listed as agricultural but the first station in the system is actually a refinery, and a further station is the agricultural one, so you would have had to dock there to get the profit. The game doesn't do a good job of conveying how this works, and the galaxy map only shows one economy type for star colour when there might be a few in the system. The trade lines show you what is taken from system A to system B, but don't show you where in the system they're going to. This is further complicated by the way that outposts usually have lower supply since they're smaller. This makes sense, but when you see 3 orbis stations and an outpost in a system, and the outpost is the only one that supplies the goods you want, you suddenly realise you can't get hold of the stuff you want anywhere near as easily.
I agree with the previous comments concerning levels of demand, such as when there's no agricultural system within 30 LY but the food demand is still only "medium". I have sort of justified this internally as people living off food cartridges (soylent green, anyone?) rather than having no food at all, but there doesn't seem to be a correlation between the level of demand and the closest economy to fulfil that demand. It might well be beyond reasonable means to provide this level of simulation in the game, however.
I think a lot of the problems would be solved by your ship storing commodity information. It wouldn't allow you to see the current prices except where you currently are, but it would show you the price at any system you've visited, correct at the time of the last visit. This would still encourage exploration of good trade routes, but make it easier to remember what is where and cut down on the need to constantly take screenshots or notes. But then I'm sure there's a few purists who'd say taking notes is a part of game, so there's that to consider.
