I do not, my ship is not engineered. But I have a Class3-A shield gen, and two hull reinforced mods, on a Diamondback Explorer.
Ok, so going off of a worst-case scenario (looking at Shield and Hull HP only):
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This Diamondback has Shields rated for 128 MJs (~332.8 MJs @ 4 pips into SYS with -20% Thermal, +40% Kinetic and +50% Explosive Resistances) and Hull rated for 490 MJs (with 1.0% Thermal, -18.8% Kinetic and -38.6% Explosive resistances). A Diamondback Explorer has a Hull Hardness value of 42.
I haven't seen Enforcer Scavengers at Crash Sites, so we can rule out the L-6; furthermore, Scavengers are typically either rank 1 or 2 and rarely 3, which corresponds to the level of their gear - Grades 1-3, respectively. Continuing with the theme of worst-case scenario, we'll assume that you came upon a group of 6 rank 3 Scavengers.
At Grade 3, under the assumption of bottomless magazines:
An AR-50 can deal 16 MJ/s worth of damage with an Armor Piercing value of 10, needing
490 MJ in the Hull / [16 MJ/s * (10 AP / 42 Hull Hardness) * (1.18 for the Hull Kinetic Resistance)] = 109 s or 1.81 minutes
to deplete the Hull HP.
An Aphelion can deal 15.39 MJ/s worth of damage with an Armor Piercing Value of 10 (which is irrelevant vs. Shields), needing
332.8 MJ @ 4 pips in SYS / (15.39 MJ/s * 1.20 for the Thermal Resistance) = 18.0 seconds
to deplete the Shield HP.
So, if we assume that our 6 Scavengers are carrying 3 Aphelions and 3 AR-50s and that they match resistances (Aphelions only shoot shield, AR-50s only shoot hull), the Diamondback's Shields would be depleted in 6 seconds and the Hull would be depleted in 36.3 seconds - not accounting for any damage incurred on a rough landing, which I have done on many occasions.
Certainly, this is a bit of an edge case with a somewhat unrealistic scenario (NPCs don't care about Resistances, Scavengers are typically either rank 1 or 2, and there would be a mix of Scouts, Commandos, Strikers and Sharpshooters instead of just Commandos like I assumed above), but hopefully that can put some perspective on how much firepower Odyssey's small arms weaponry can put out.
I was doing crash site missions, and they just popped in while I was landing. Here is a screenshot of one instance. But they also dont always have the mission item and have to log out and back in, I have to do that normally 3 or 4 times every two or three missions. If I am running them with my Wife, and we share the mission they copy the same mission on top of each other.
Yeah, I've had that one happen before at a Hidden Cache mission. Next time that happens, try relogging - that may reset the instance and either move the item to a different box or move the boxes entirely. I actually ran into an issue with a crash site last night where the item didn't spawn and a relog cleared that up (though honestly the mission should have worked the first time

)
So an infantry person can target a ship, but a ship can't target an infantry person (or srv these days).
I either want the same target confusing ability that infantry persons have on my ship, or I want to target that infantry person.
Don't tell me some crap that people are small.
It is 3300, we are going to have the technology to target opponents.
We already have the technology to do so today - as well as a plethora of effective air-to-ground munitions that we don't in-game. I was certainly disappointed when I discovered that in the Odyssey Alpha...
Edit: Added clarification regarding an implicit assumption I made and forgot to mention (bottomless magazines).