Long journeys are in theory fine. What's not fine is saying 'emptiness is required to represent space'. The whole 'space must involve long empty journeys to represent its big, empty nature' conceit is such a blunt, unimaginative take, to my mind.
If you think about all the other ways FDev has successfully represented scale we can see that transit times & content levels can flex and still retain the awe. Think of hyperspace jumps. They're the ultimate shortcut, but thanks to things like galmap routes & representations, the skybox shifting as we travel, the tiny-foreshadowed sun of the Hyperspace animation becoming the giant monstrosity of arrival... a suitable amount of awe and scale is retained. (And really, would you want to spend hours at a time traversing to each star, nay a realistic light year or two?

. The payoff is pretty effective and affective...)
The same can be said of systems themselves, if not more so. Look at the way the new planetary colourings have added another 'bump map' style layer of realistic mountainous-ness to our gnarled friends, making speedy passes near them more convincingly the act of a tiny craft near a giant rock (despite our mind's eye being unaccustomed to such things). Speed near giant objects is an effective tool for conveying scale, when done right.
This is extended further by the celestial timings of the clockwork orrery. The shadow cast upon our station by a moon moving into eclipse does as much to convince us of the enormity of our environs as any chilly 10 minute trek towards a beacon of distant activity. There are many tools we can play with here...
The argument essentially is what we need to do is either expand the 'geographic influence' of each unique planetary system outwards (IE having their gravitational effects impinge further out into deep space, or their solar 'shadow', or some other such consideration), or contract the deadzone to place most transit within these worlds of possibility. (IE a 'box to box' system where the boxes are massive - they are the two solar arrays, with just the dead zone in the middle accelerated by a technically challenging and risky approach, for those that want it. That's the intent of my Tether idea, and others like it. One that preserves all playstyles, but at least gives options).
The USS spawn mechanics speak to all this too. Would content, even in deep space, really be such a terrible thing...?
/essay