Just so you know that sheet just showed the material changes to the blueprints. You'll still need commodities for rank 2 and above, they just weren't included in that sheet because that hasn't changed.
To be clear:
We haven't removed commodities!
Please don't sell all your hard earned commodities...
Here's the problem - without storage, those of us in smaller ships (particularly short-range ones) are boned. In a Vulture, you need to fly all over the place to collect materials and commodities so a 4A fuel scoop is an absolute necessity. That leaves a maximum of 8 tonnes of cargo space, assuming you don't want any hull reinforcement, interdictors etc - which makes completing missions for a lot of stuff impossible (and, if you don't have the cargo space for the full reward in terms of commodities, you can't accept or complete the mission in the first place).
Of course, if you're collecting planet-based materials, you immediately lose 4 tonnes because the class 2 compartment has to have a vehicle bay. So that's it - to play Engineers in a Vulture, you can't have interdictors or hull reinforcement packages...which means it's impossible to get modded hull reinforcements. Genius.
Therefore, we can only focus on one blueprint at a time and some modifications are completely impossible to achieve in practical terms...which makes the whole "collect stuff while you're playing the game and rock up at an Engineer's place when you feel like it to see what you can get" an absolute non-starter.
Because of this, the
only way to play Engineers in a small ship is to totally focus on it, and even then it's borderline-impossible to get to the higher ranks of modifications.