This is the real issue tho' isn't it (apart from the lack of new mission types ever being added to the game), no matter what certain commanders play (system flipping), the BGS was supposed to give the galaxy a semblance of a living thing which would create new gameplay thru varying system changes, but all it turned out to be was a broken clock that ticks back and forth between a few different system states with limited player interaction: War, peace, outbreak, famine etc - with a small amount of missions per state.
But each state should also have fairly similiar mission types, flavour text if you like, a millionaire wants to escape a famine, a general needs to move further away from the front line, doctors need to get where the sickness is; data needs to be moved at all times, asking for help, getting intel where it's needed; exploratory forays into enemy space, to go looking for a cure out there (only one CMDR can find it, bringing fame to him / her for that particular find), to search for hidden enemy installations...
I don't think the mission generator needs to have the same missions per system state, it just needs to up the number of different types (like by a huge number), so combat isn't the only metric in war states.
Also, make the BGS better - seriously, like if a system falls to war then play the war out to it's conclusion and create lasting changes to that system, taking into account player actions. If a system falls to famine it's because there's no Earth like in the system or a recent war destroyed all the local crops, can be fixed temporarily with a CG boost of players bringing aid, but maybe needs to terraform a planet to fix or create farming stations in low orbit.
This sounds pretty cool to me...though in fact being able to terraform planets is something I'd like to able to do outside of CGs at some point. 'Course, that would kind of throw realism a little out the window because even with 3300 tech, and I think according to lore?, it still takes a good long while to do...as in years and years.