I could not disagree more. This makes it incredibly fun, now the gameplay actually means something. And gameplay is affected through system stats: security level, what is illegal and what isnt, where the combat zones are, trade good prices, famine, etc etc
Right, but those system stats don't really change the way we play the game. Unless someone is planning on visiting that system hundreds, upon hundreds of times they won't be able to notice any difference.
If there are goods to be bought in that system, I'll hop in, buy them and get out. If there are combat zones there, I'll hop in, fight, and then move on. The fact that humans were responsible for creating a high demand market for X doesn't impact me any more than the AI doing the same thing.
Don't get me wrong, the potential is there. The execution is simply lacking (for now). My vision of meaningful game-play involves tactile reactions to events. If a government is toppled I want it to impact my game in a way that I can see and feel.
For example, Mikuun is going to be invading other systems soon (or has it started?). If I'm out trading and I drop into Mikuun I want to see this reflected in more than the wares prices and security level of the system. I want to see warships in drydock with Mikuun painted on their sides. I want neighboring systems to interdict me and warn me to stay out of Mikuun. I want Mikuun to hand out free sidewinders to anyone willing to enlist in their navy, and to allow people to progress up their ranks. I want to be doing missions for NPC's who actually have names so that I can watch them progress through the hierarchy.
If I were to visit Mikuun right now I would by no means be struck with the impression that I'm in a system that's about to go to war. As the system is right now, our actions impact the world, but the world doesn't really impact us.