Well since colonisation started there have been many new systems so obviously the amount of materials should be higher so that it takes months of hauling to complete
I would always ask the question of "How many of those new systems are actually a single outpost bridging somewhere or where people are waiting for the end of beta, or for things to be more stable, to actually develop it?", first, before bringing up that there has been a lot of new systems since Trailblazers launched. (And I'm sure someone has in the thread after your post but I have been catching up after a few hours of absence - yes, I know, how dare I exist outside the internet)
Why, well simply, because there is more to colonizing than just slapping down an outpost and leaving the system be, so increasing the hauling amounts might not meaningfully affect new system
claims but definitely slow down system
development a lot. And considering a medium to large system with its supporting facilities can easily range in the hundreds of thousands of tons or close to two million if you choose to include T3 ports in the build to make the most of it (ignoring some aspects of colonization which make it redundant to build T3s as pure producers of commodities, but I don't look at them that way usually)... I really don't think it needs increasing. Of any values. Other than my valuing of the ability to commit to building a T2 primary starport at 10% a day as I do other things, but not feel like I'm sweating all along the way of doing it, all because somebody thinks chain outposts are being placed too quickly by most likely large player groups working toward somewhere more distant (which would only be marginally affected by higher construction demands).
Forcing one per week would also completely kill off any realistic possibility to do so. But I digress into off-topic territory.
I use your argument against you and say:'BECAUSE it is 3311, there are windows in a space ship'
Nobody in a tourist liner would want to find themselves in a metal box with zero ability to look outside using their own eyes for sure. That alone would excuse the existence of ship windows. Plus, everyone seems to forget safety shutters exist (why can't we use them in Elite if/when the canopy breaks, idk, I guess it's just game mechanics but I think it would make for a good tradeoff to decide between either your ability to visually see a target but be on the life support reserve timer, or purely rely on system guidance from that point onward... may even have given a reason to upgrade life support to A rated outside of roleplaying, instead of the general advice being "D rate and lightweight").
Not going to talk about synthesis here.
If you ask me, the panther clipper should've had just over 1000t hauling with a shield.
It probably isn't going to be far off from that. Should you decide to fit a class 6 shield (and the PC2 not be too heavy for it) that already reduces it to around 1,170 tons (cba to run math through my head tonight/right now) if the suspected numbers are correct, and then add maybe some hull, flight assists for the lazy or convenience, a module reinforcement and an FSD booster... you'd probably be looking at 1,100 or slightly less. Still not bad of course, but as a bandaid to colonization, not sure it's worth the money (ARX, in game credits is probably a no-brainer) unless you have additional sentimental reasons to get the thing.
I also saw the infamous P2W make an appearance... but what are you paying to win for in this case if the Panther did have (comparatively) "excessive" cargo capacity? Colonization? Contrary to the appearance some may give it, there is nothing competitive in it. It is incidental at best due to how it functions and acts as a bit of a landgrab. This would likely be no different if it had been run on a private test server first with no progress carried over past the "beta" period or initial testing.
BGS? Maybe, but diminishing returns (and possibly available demand) would quickly get in the way of just flooding a system with cargo incessantly, keeping varied action as the most effective. And Powerplay... ignoring the balance does not encourage actual competition in that system currently, there it might make a bigger difference if Frontier ever remove the bulk sales "tax" on merits instead of sitting there waiting who knows how long to be rid of all the cargo one at a time.
My concern would more lie with the knock-on effects on other parts of the game [balance] than whether person B is "winning" at the game better by buying a hauler that has whatever thousands of tons of cargo capacity.