The only problem with having the trigger for the NPC being the blast of a cored asteroid is then the forums would be full of complaints that every time they crack open an asteroid an NPC shows up
Probably true, although FWIW I would not have an issue with this as long as the reverse was true: that I could cruise over a planetary ring, look for the tell-tale signs of NPCs detonating asteroid cores and pay them a similar visit to the ones they like to pay me. If it's a revenue stream for the NPC pirates, it should be the same for CMDRs.
NPCs should be able to smell void-opals from 1000Ly away and come looking for you constantly while you're mining them, rather than just putting in a guest-appearance as soon as you switch instances.
See above. As long as I have the same access to the void-opal sniffer in the Outfitters, bring it on.
Edit my mining Vette in it's first Iteration cost 220 million, and paid for itself in the first haul.
I don't think I've ever had more than 150 million in credits in my primary account. My explorer account may have exceeded this, briefly, before I bought an Anaconda. Right now both accounts are sitting somewhere around the 45 million mark, although the primary does have some unused ships I could liquidate.
What I'm saying is that not everyone plays the game in the same way. And while multiple workarounds are available for the various legacy design issues, suggesting a specific path that a player might not normally choose as a "solution" to what is effectively a bug can seem like a double-slap.
Anything that involves Corvettes has a particular tendency to grind my gears; I don't like them in terms of aesthetics or handling, and as a Federal Lieutenant with no desire to increase my rank other than by accident it'll be a cold day in Hades before I'm likely to find myself in the position of owing one. So if you tell me the Corvette makes a great defensible mining platform, that's fine. All power to the 'Vette-loving miners out there. But if you tell me switching to a Corvette is the answer to the instance-switch-detecting insta-pirates, I'll be less open. The answer to the instance-switch-detecting insta-pirates is for FD to fix their game.
As for log out and back in, which is obviously player related, the 'game logic' as in why an npc should appear is likely based around events and log out/in are likely treated similar to a wake event, to avoid people simply logging out and in to get rid of npc's.
That's exactly it, and it's nothing that a few locally held flags and contextual overrides couldn't deal with.
Of all the extant problems in
ED it's these weird, longstanding, lore-breaking, disproportionately annoying yet apparently easily resolved issues that are the most mystifying. From a gameplay improvement and PR perspective they would appear to be the definition of an Easy Win, yet they persist for literally years. If FD have a reason for not wanting to touch them, it's one they've yet to explain.