@Northpin has it covered pretty much, but Elite's drawcard is it's procedural generation, and the key to successful and interesting procedural generation is simple rules to create complex outcomes. This ensures the management of that process is relatively straightforward, in that the extreme bounds can (or at least, should[1]) be known, but what actually happens, while difficult to predict, is known to be within a bounds of what's considered "reasonable".
By having complex outcomes, or outcomes controlled by otherwise human inputs, these can be much harder to wrangle both in terms of computation or overall game balance and ensuring all your mechanics make sense... when it comes to games, sound mechanics and balance are way more important than realistic ones. Losing control over that can send your game into a doom spiral.
It wouldn't be helped by the fact that the game's mechanics are already critically broken in many ways... so garbage in, garbage out. You'd need to put a huge amount of effort in to balancing the current mechanics before you could even think about doing this sort of thing... and there's so many edge cases (like the platinum thing)... you'd just lose control of the situation so quickly, even if you got it right.
[1] In the history of Elite's development, so many things have been changed or introduced and, somehow, the knock-ons have slipped through FD's radar. Whether it was Seeking Luxuries and perma-boom, "Robigo Runs", Borann, or the rebalanced mineral prices. The latter in particular was, when I saw the change in patch notes, entirely predictable and literally the first thing I thought of (that is... minerals going up in price by 5-10 times? That's gonna be a huge increase to delivery payouts)... resulting in a knee-jerk response fix which addressed that issue, but was essentially a major nerf to other delivery payouts. If FD can't even get static rulesets wrangled, injecting player data is doomed from the get-go.
By having complex outcomes, or outcomes controlled by otherwise human inputs, these can be much harder to wrangle both in terms of computation or overall game balance and ensuring all your mechanics make sense... when it comes to games, sound mechanics and balance are way more important than realistic ones. Losing control over that can send your game into a doom spiral.
It wouldn't be helped by the fact that the game's mechanics are already critically broken in many ways... so garbage in, garbage out. You'd need to put a huge amount of effort in to balancing the current mechanics before you could even think about doing this sort of thing... and there's so many edge cases (like the platinum thing)... you'd just lose control of the situation so quickly, even if you got it right.
[1] In the history of Elite's development, so many things have been changed or introduced and, somehow, the knock-ons have slipped through FD's radar. Whether it was Seeking Luxuries and perma-boom, "Robigo Runs", Borann, or the rebalanced mineral prices. The latter in particular was, when I saw the change in patch notes, entirely predictable and literally the first thing I thought of (that is... minerals going up in price by 5-10 times? That's gonna be a huge increase to delivery payouts)... resulting in a knee-jerk response fix which addressed that issue, but was essentially a major nerf to other delivery payouts. If FD can't even get static rulesets wrangled, injecting player data is doomed from the get-go.