As I've been playing with the engineers, something seems a bit off to me. Why do mission givers provide greater numbers of hard commodities, rather than materials? When you look at your typical crafting menu, there is often a whole list of materials and data, but only a single unit of a single commodity (usually). The rewards we get from missions are the exact reverse of what is required to craft new modules. I often find myself dumping crafting commodities because they are either weighing me down, preventing me from switching to another ship (at one point I had to dump everything so I could switch to another ship and install a cargo rack, but that's another topic), or getting me chased down by pirates. I think it might be worth switching the average mission reward from four commodities and/or a single material (the most common ratio I see), to one or two commodities, and/or four of a material or data type. I wouldn't change the frequency of the materials or commodities we get, but rather just the numbers awarded in each instance (except perhaps the firmware types, I would increase both the frequency and quantity of those). The odds of finding a material as a reward would remain the same, but when we do, we get more of it. This would be a bit more in line with the engineers requirements, and introduce a "jackpot" sense when we stumble across something we need. As it stands, the biggest problem with the engineers is the scarcity of even common materials, and this seems like a good way to curb that problem without making any extreme coding changes. It seems like the kind you thing you guys could adjust server side, so it might be a good first option.