This point, the necessity of external sources of information to have any hope of keeping up with in-game events, used to bug me worse. I still terribly dislike it, but I get why it's done this way.
A good example is that Galnet article posted earlier in this thread. Yes, it does tell CMDRs that Hermitage has seen some interesting INRA discoveries. I stumble because the design for gameplay related to this hint is brute force searching of an entire planet, for a location which our ships cannot detect in ANY WAY. Even when my ship is parked in the middle of the site, it's completely undetectable.
The design is relying on the fact that out of a massive number of CMDRs who will search (by various means, some such as playing with low graphics settings and looking for graphics glitches) and will post the find online. Then the majority of other players will follow the online spoilers to visit the sites, or simply watch on YouTube.
I tend to see a Galnet posting like that, and imagine a gameplay design where a CMDR reads the article and heads to Hermitage. Engage with a few minor factions in the area, and while developing some reputation using the Missions system, some Follow-On or Inbox missions come along which set the player off on a mission taking them very near the INRA base. Give the special missions related to this content flavor texts that encourage and develop the sense that something mysterious or unknown may be involved.
I must give credit where it's due, several of the INRA base sites I've visited do link the story to other locations (even down to the planet). But again, they are designed depending on brute force searches by masses of players, with the vast majority of visitors simply flying direct to Lat/Long coordinates found in spoilers online.
Again, as in the first case, if those hinted systems (or a few neighboring systems, for those in unpopulated systems) used the minor factions and missions system to steer the player, all of this could be played and experienced 100% in-game, by every player, with no feats of brute force searching, even with our ships still being unable to detect the INRA (or whatever) sites from just meters away. And a completely optional experience, too, for those who do wish to use spoilers and cut past the gameplay.
And what is that, like 1 or 2 custom missions for each site?
I would like to underscore that what I write above isn't something I'm saying is "wrong" with how Elite is designed. The current design is, I think, deliberate and aimed at reinforcing the social/MMO aspects of the Elite experience. It's merely that this isn't what comes to my own mind, as a player sitting in the ship, reading Galnet and thinking about how I should play next to get deeper into that event. It often doesn't work that way, and the external stuff is really necessary for getting the most from the game.