The funny part is that this would in fact be closer to the original Elite/Frontier experience - provided one remembered to save every so often.
Yes - a basic "checkpoint on hyperjump/logout" mechanism which restored you to your previous checkpoint if you died would be very close to that indeed.
The original design of what you did and didn't lose with your ship was actually pretty close to the Elite/Frontier model as adapted to a multiplayer game (things likely to have been obtained before your previous "checkpoint" are kept, things likely to have been obtained since are lost), with two significant differences:
- rebuy, potentially inflated with mission fines/bounties/rep loss which places an effective (and potentially recurring) cost on reloading a save game, so a failure can and will put you behind where you started
- exploration data, which could be accumulated over an arbitrarily long period without chance to checkpoint it, and of course wasn't in the previous games at all
Ship crew being lost with the ship was a complete break away from the original model - most of their experience is obtained outside the current session, so you should obviously keep them if you lose the ship - and one that they did eventually fix.
And then much later the Odyssey consequence that you don't lose combat bonds if you lose your ship, which goes in the other direction.
How much of that was
intentional I'm not sure. The original Elite/FE2/FFE model for combat payouts was that they were instantly credited to your balance. You couldn't do very much with that until you docked, but there was none of this "voucher, which you have to remember to cash in and possibly find the right station to do so" thing going on. I strongly suspect that they were set up as vouchers to enable the DDF draft proposal that data of this sort would be player tradeable ... and it's hung around for a decade with all these things not being instantly credited despite the actual justification being something that will never be implemented and would be largely irrelevant if it was.
Switching to a model where all exploration data (including first discoveries) instantly credits you on scan, all combat actions do likewise, and the other miscellaneous voucher types instantly cash in as well (and missions payout on completion of the active portion, rather than needing you to press "complete mission") would allow substantially simplifying the interface without changing much about the actual outcomes. Powerplay of course
does work exactly like that, which does make me wonder if the intent is to move other things to that model over time.