I would agree that there should be something of a tutorial, focused on piloting the ships and using its computer panels. It even makes sense from an RP point of view: once you've bought your brand new spaceship, the manufacturer wouldn't want to hand over the keys (or dongle, or whatever starts these beasts) unless they were sure you had some piloting competence - potential customers might be put off from buying a Sidewinder (and by extension any other Faulcon deLacy ship) if they've just seen one bouncing clumsily around the walls of the space station before boosting head first into back end of a Type 9.
It should of course be possible to skip the tutorial if you want (RP - "ah, I see sir/madam/misc. already has a pilot licence. Would you like to take advantage of our free Pilot and Ship Systems Refresher Course? No? Okay then, have fun with your new ship and safe flying!")
I don't think there is any real need for the game to hold your hand through the processes of trading and other space station functions. In the space station interface menu, if you can't figure out what the big "Repairs", "Outfitting" or "Fuel and Munitions" buttons do, then you probably shouldn't be in command of a spaceship. Trading should be obvious - buy low and sell high. And if you keep getting it wrong, ask someone for some friendly advice.
The hardest part for me when I started was the sheer amount of stuff - it was quite overwhelming to try to take it all in at once. The control setting menu alone was daunting.
The solution - don't try to take it all in at once. For me, that meant going into solo mode (so as not to inconvenience other players and to not be distracted by them) and setting things up one aspect at a time, until I felt happy with control of the craft.
I've just added a HOTAS controller to my setup and, as a result, am having to learn how to fly again. It's a lot easier this time though, now that I already know how everything works.