My only point is that right now, players have no incentive to have more than one NPC at a time, and active incentive
not to have more(as you only ever need one). This means less time leveling up NPCs, which means less time playing the game, which means less profit for fdev in the long term.
Why make a design decision that only reduces their playtime, for no benefit? I certainly can't think of any reason it's good for
them to discourage having more than one NPC at a time.
Well, it appears you aren't considering the skills involved or the negotiating position, it's all theirs. If you want to pay an Elite skilled person to be available 24 hours and not work for anyone else then yes, you do pay them a lot! You are effectively employing them, and they are negotiating the wage package. They are saying, as an Elite Pilot this is what you need to pay me to be available 24 hours a day, if you don't like it don't employ me. If they demand a percentage of profit to be available that way it's your choice to employ them or not, it's a straight business deal, you know just like in the real world.
It's not the real world, though. This is a video game, and video games are supposed to be fun, not frustrating. That's why we make millions of credits per hour, rather than 8.75(or whatever minimum wage is where you live), and why we have supercruise rather than spending IRL years traveling between planets. If I wanted to deal with real-life problems, I'd go live in real life, not be playing video games.
Why not focus on what could make the game as fun as possible? If that can exist within the bounds of realism, so much the better, but if it can't, then reality is what should make way; we invent supercruise and stock asteroids with infinite wealth, because that's what's
fun.