Nice ideas OP, but I am affraid that it is simply IMPOSSIBLE from technical point of view.
We are using words like "Background simulation". But there is NO background simulation at all. There are no servers constantly chewing data and running economy/supply/demand calculations based on input from players. There are no background running processes for building something etc.
If you will examine the whole mechanism of the so-called BGS for some time, you will see how all thing works now. If absolutely no player is in the star system ExampleSystem, instance is deleted and does not exist at all. Maybe for hours, maybe for weeks real time, the whole ExampleSystem is not in memory of any computer on Earth.
As soon as first player log into (or fly into) star system, the instance is created and filled with objects (planets, stations etc.) from procedurally generated database. So called "Comodity market" in filled with default values of amounts, prices etc. NPC ships are generated in system. As long as you are the only player in this system, you cannot see any other player in Open. When you buy for example full T9 of some commodity, the amount available on market is substracted and cargo is added to your T9. If you left the system and fly to sell the cargo somewhere, the instance wait for timeout (I tried to measure it and it seems that it is something like 10 minutes) and if there is nobody in the system, the system is deleted and again non existent. If you or some other player come into the ExampleSystem before the timer run out, timer is resetted. If there is more CMDRs in the ExampleSystem instance, they can see each other in Open. If there is more than 32 CMDRs, a new instance is opened, filled with values COPIED from previous, already existing instance.
Of course, if you are in Solo/Group, you cannot see other players in the instance and in any mode you can see players from other instances. But you can see for example that some commodities has lower amount on market, maybe they vanish from market at all. Commodities are refilled either if some player bring cargo to sell or automatically in 10 minutes interval. I did not measured it, but I suppose that those automatic intervals are the same intervals when for example the Bulletin boars missions are refreshed.
But after all players from ExampleSystem will go to sleep and you as a last one switche the game off, the ExampleSystem instance is deleted when the timer expires and tomorrow, when you log in, the system will be fresh, resupplied etc.
Under those conditions of fundamental design (no simulation, but only underlying database) you cannot have dynamic systems, slowly building stations, dynamic trading prices, emigrations to neighbour systems etc. There are no mechanisms for such kind of interaction and system development. And I am almost sure that it is either impossible or too expensive develop some other mechanisms for sheer amout of systems which forms the ED galaxy. Dynamical system with real and continually running simulation is possible for couple hundreds of systems, maybe couple of thousands of systems. But not for tens of thousands or millions.