No worries, I understood that. And I agree- I will choose my stance, but not before I can test!

Cheers, mate.
Nice, what would you envision/propose? Honest question.
Well, I would change a lot of things towards allowing players more freedome.
First I would make all those materials tradable. As long as ED has a multiplayer component there is no reason why this shouldn't be. It would help people to stay more with the roles they like.
The guy who likes mining all day could stay miner, and the guy pew pewing around all day because he liks that could keep doing this. And that strange "car" freak running over planetary surfaces all time s well. Then everyone of them gets his specific set of materials which they at the end of the day can trade for.
Atm the game simply puts you in WAY to many roles at the same time forcing you to participate in any feature it offers.
Let's take imperial shielding for example. Atm the best way to get them is finding them in signal sources where a destroyed imperial ship is included. So all you can do is jumping form SS to SS and praying to RNGsus, thats not actually engaging gameplay.
A proper implemention would allow:
To buy it from imperial stations (it's after all just a ship component). So that woudl mostlikely cater a lot playtsyles like trading or whatever.
To salvage it from Imperial ships by either destroying them actively, or salvaging them, like in a CZ (involving Imperial ships) or via interdiction and destruction.
This would allow people liking a peaceful gameplay to enter a CZ neutrally and just salvaging remains when ships blow up.
It would also allow more aggrassive players to actively hunt Imperial ships.
This way a player can blaze on his chosen trail instead of crawling on a predefined rail that FD grants us.
I'm not sure what the real difference is between going to an engineer you've leveled up and making 50 or so G5 rolls to get the top stats out of the RNG or going to the same engineer and making 50 or so rolls to progress a mod into the upper ranks of G5, except that under the new system you're not dumping G5-level mats on all of them. So I honestly don't think there will be much difference grind-wise. I'll check and find out tomorrow night.
I'm more interested in how different it will "feel" though, I've got few mods above G3 at this point because I refuse to subjugate my game to grind. I'm curious to see if the combo of guaranteed progression and the material trader will make me more likely to build higher level mods or not. The beta will reveal
top rolls with 50 attemops, lucky you. But clearly not everoyne experiece, just one of the reasons why RNG rolls are bad.