Got the idea after rereading The Dark Wheel and the below is just the high level bullets
NOTE: change the name of solo mode to SimTrainer
new players only have access to the SimTrainer mode and private group during training and pg is only one other player. for the pg another player must be combat ranked dangerous or above and they replace the SimTrainer modes' NPC co-pilot (see below).
new player starts as a crew member on a trade ship being shown the basics (stations, modules, jumping, supercruise, fuel scopping, etc) when they are interdicted and immediately shot down. there is a sequence where the player has to mount a turret and return fire but the ship attacker is in a hardened cobra and the scenario always ends in destruction with the new player floating in an escape pod when the attacker comes into view and blows up the escape pod leaving the player floating in open space. fade to black.
the next scene is the player in a stripped down cobra in dock with only a handful of tons of cargo space. no weapons. no money. the ship was gifted by a minor faction who wants the player to track down the pirate and assassinate them for killing one of their best traders.
new player has some dialogue with a rep from said minor faction who shows the player the basics of the BGS through a series of missions to raise some funds (through trading, mining, exploration, passenger transport) to outfit the cobra in order to complete the assassination mission, which is the first mission the player receives.
the new player is joined with a co-pilot to guide them on their journey (or their iron azzed real player guide via a private group)
the missions should require the new player to defend their ship against pirates ensuring their combat rank reaches mostly harmless (pg player cannot access turrets, only there for verbal support

)
the missions will take them through turreted and gimballed weapon use eventually requiring the player to purchase fixed beams
once the beams have been purchased the new player receives a trade mission to an anarchy system which leads them to be interdicted by the pirate who first attacked them.
the player gets one chance. if they destroy the ship, training concludes and their combat rank is elevated to competent (on account the cobra should be master ranked or there about). the cobra is returned and they start in a sidewinder in open with profits from the gutting of the borrowed cobra and their reputation with the minor faction increased to cordial.
"thanks for your help commander. now its time to make your way. good luck out there, it's a dangerous galaxy."
if they fail, they still start in a sidewinder but they remain as mostly harmless, do not get the minor faction rep increase and start in the SimTrainer mode. they are not forced to redo the training, they just need to raise their rank on their own now.
"maybe you should spend some more time in the SimTrainer, commander. it's a dangerous galaxy out there"
at this point the player has access to all game modes. for players who failed to destroy the pirate they will receive a warning when switching to Open that it is not recommended with their current rank of mostly harmless. this message goes away with a minimum combat rank of competent.