So you're say that we need a way so that the mission come faster with the minimal amount of waiting but not to fast that its not overbalance and not to slow so that we are not waiting for too long. The way i see it is that the game isn't really design around just sitting and waiting you still have the option to go to other stations that do have missions. So the game gives you that choice of going out there and finding them or you could sit around and wait for it to spawn.
It does give you that choice - my point of contention is that the game should not be balanced around players stacking missions while doing nothing or simply: high paying missions should still exist. High paying missions are great for people with limited time or who want to complete one longer mission rather than lots of shorter ones.
Lowering the pay so that players who stack missions cannot generate excessive income affects the players who are looking to utilise the longer missions as a worthwhile income and enjoyable endeavour. It also doesn't address mission stacking and 'not playing' that the game should look at discouraging. No game should involve you doing nothing as part of it's gameplay.
So logging in and out of modes to refresh the BB should be eliminated, there is no reason for it to exist as it does. Anyone who plays to min-max is obligated to switch between open and solo whenever they check the BB for missions currently and many players report the compulsion to do so.
To prevent players from simply sitting around and collecting up lots of missions they should tie the increase in payout to cargo size. There should be a distance modifier and a cargo space modifier where missions that use up more cargo space pay more and missions that need you to travel further pay more. Keeping those in line with whatever thresholds they set for credit acquisition in the game is simple maths - a lot simpler than the maths they use to procedurally generate the galaxy at least. This way, players who want to 'hang around' can do so at their whim, but nobody needs to be hanging around in order to maximise their gains nor do they need to be mode switching either. Gameplay flows organically rather than being interrupted by peculiar quirks or needless clock watching and all the players can be happy. If they have larger cargo holds they can pick up the missions which require more space - and get a better return for it.
Some players believe that FDEV also need to address the amount of missions generated as sometimes you can spend a long time waiting for a mission that provides you specifically the influence you want to place on the background simulation. It's a fair point - as a lot of the controls require you to react in a certain way and often require you to do more than just a single mission, where the mission for this appears rarely it inhibits the players ability to effect the BGS. I imagine FDEV would concede that this is a problem but highlight that it contributes to the authenticity of the simulation.
Sorry if that is poorly communicated, my painkillers make me wander.