Allow me to explain, what you have described is certainly reasonable in concept, and I could imagine it happening in a real world with interstellar space flight, or for that matter, in another game with different core design. However, Elite has a core mission mechanic of randomly generated tasks. What this means, self evidently, is that all the missions on the mission board are generated using random numbers in an algorithm. Which is, fine, it's perfectly serviceable.
What you are suggesting, however, is not feasible within this core design. While I'm sure you could write such a mission in, whatever, C# and put it into the cobra engine. The game fundamentally is not designed to produce such scenarios in a consistently satisfying way. Because you would need to roll the appropriate number with the appropriate faction to get the right mission, have a system in place to intelligently determine which of multiple fail states you have encountered, then roll another number to determine if you get a follow on mission, then roll another to determine what that mission will be, which could be from another separate pool of missions tied to the specific one you're doing, but will not be. So you could roll defend the convoy, or you could roll deliver 12 units of bear, or kill 15 civilian ships in LHS 87428.
Or, such a mission could be hand crafted and scripted. This would allow for the sort of experience I know you have in mind. But, it won't happen. Because despite it being possible to code, moving to such a system would mean throwing out already functional core game pay mechanics in favor another, completely different core game play mechanic. Which isn't to say there will be no missions hand crafted by Fdev, I'm sure there will, but those will be in relation to Frontier's Thargoid story, and won't, in all likelihood, be as fleshed out as even you imagine, nor will they overlap with your personal role playing story unless that so happens to already be related. Which it very well might, and certainly does for some percentage of the game's population. But it won't and cannot be the case for every player in every system, because automating such a process isn't an option.
I'll read some of your other threads, but as for this, the problem isn't programing, I'm sure it can be programmed, the problem is in game design and mechanics. The game has been designed, for, in my opinion, quite practical reasons, to use a system that is antithetical to the idea of hand crafted missions, relating to your personal goals.
To expand more, it isn't as though Elite couldn't have had an over arching story from day one, as told through a series of story missions given by rudimentary quest givers. It easily could have, we could have been prompted to play through the story of Federal President Winter's disappearance and return in the form of a series of missions that would take us through a preplanned story progression. This is easily conceived of and quite possible. But I think everyone here can agree that that would be a completely different game. The merits of such a game as compared to the one we actually did get can be argued at length. However, the point being made is that it would not be the game we actually received.
Stay frosty,
Cmnd Fulsom