And here's the thing: much as I can get frustrated with it, or wish that FD would put a clue in the HUD as mentioned above, at the end of the day it is at least 50% my fault for my CMDR having such a lousy memory (thanks to me not finding and looking at the scrap of paper) that on the twelfth time he agreed to fly to that system he totally failed to recall the eleven other times he's been caught out.
I reckon any time a game has you relying on scraps of paper to avoid repeat frustrations, it's the game that's not doing something right
But they are also necessary components of how the mission system works. Longer flight times increase the risk of missed deadlines, increase the opportunity for interdiction by enemy ships, and to some degree set the level of reward for successful completion. Fast travel might break that, depending on how fast "fast" is.
These are all fair points, but as you note in some of your prior post on the subject, there is wiggle room.
The empty inter-system zones offer no real opportunity for interdiction, so seem the ripest area for contraction / increased speed on that front, without unbalancing current norms. Difficulty in contracting said zones could equally earn the higher mission rating & reward.
On delivery times, I can't actually recall ever having missed a drop off, even with multiples stacked. The time frames seem to be very generous. That one feels the most shy of 'necessary' to me. At least as currently balanced.