No, the rank and credit systems are not just in our heads. They are very real things that require engagement in some form or fashion. The idea that the grind doesn't exist is simply saying you can ignore that you lack either the rank or credits you don't have for a specific ship at any point in time.
I set my sights on a python fairly early on, when my credit balance was in the low 5-digits. The price seemed almost impossible. 48+ million? But a week later, when I was sitting with 54 million in my bank, I resisted. I knew I could afford it, but I also knew I wouldn't be able to outfit it, or cover the rebuy cost, so I waited and pressed on for another week, when I was topping just a little over 200 million, and still I was hesitant. But I gave in, took a chance, bought and outfitted it, and loved it long and hard. Now I'm floating about with a little over a billion credits, and I still buy new ships cautiously. I recently bought my second Imperial Clipper, outfitted it - still need to engineer it, but I'm not in the mood right now to fly around in circles landing on planets.
No one desputes that rank and credits happen. The contention is that they happen at a rate which more or less doesn't mesh well with the depth of content available and seems inflated for no reason other than to make it take more time than it needs to. Some have attempted to defend these mechanisms by advocating rarity (which a timesink doesn't create), skill (which a timesink doesn't promote), and the idea of "playing normally" (which is highly variable since normal isn't the same and furthermore still doesn't even actually try to justify the timesink).
I'm trying really hard to not read this as "but I want it NOW", and failing. The only real problem I see is the massive diminishing returns on the rate of rank gain - when completing one mission once awarded a 5% gain drops to a .25% gain. Yes, it means four missions for a 1% gain, and that seems a bit much, given that by the time you get to that level, you're likely Allied with whichever faction(s) you're running missions for, but they ask you to carry data like you were an outsider first getting started. THIS could definitely use some shoring up. Don't treat high-ranked, well regarded, proven commanders like nobodies - give missions suited to their talents and proven abilities and reward them accordingly.
Ironically this is why the grind sucks. The biggest part of introducing variety in the limited things there is to do is to do those same things with different tools (ships and mods). If the draw is only that the shallow pool of activities is pretty, that's still a condemnation of that pool of activities. It's certainly not a defense of expanding the time spent before introducing some real variety in the only task differentiation the game allows for, at least in my opinion.
I'll confess to being dense this time. I'm trying hard to wrap my head around what you're trying to say, and I'm coming up short. The pool of activities isn't pretty in any way.. but let me try this and see if this doesn't make more sense...
Rather than give a single task, especially now, give high-ranked, high-rep, high-influence commanders complex chained missions - start them like normal missions, but then trigger in-flight chains, wrinkles, and make them cumulative for the reward.