@ Morrokain:
By glacial progress, I meant extending early-to-mid game through obnoxious elements like the OP's idea of effectively making most ships illegal and making most patrol like highwaymen, forcing the player to grind more or simply stick to the few core worlds with no patrols, which is extending the game by not letting the player have nice things for a longer part of the game.
Currently, the pacing is okay (compared to other games, I played worse), although I would not have a problem with it being faster than it already is (because I like endgame most and early-game the least).
Rambling about other things...
Small ships. Frigates are obsolete fast because of PPT and big enemy fleets (and their cowardice since 0.8a). During 0.65a, they were optimal (thanks Logistics for forty-plus frigates, smaller endgame fleets, Navigation, and less cowardly enemy AI). Today, most are obsolete after my very first or second fight, before I leave Corvus. It would be nice if frigates were useful like they were during 0.65, or even 0.7.x against light enemy fleets. (Lasher could solo some pirate fleets before 0.8a.) Destroyers (aside from Drover) falter once I start fighting capitals regularly.
Huge profits: Take pristine nanoforge, which player may not find. (I had few games where I did not find one until after I built my final fleet and effectively won the game.) Player sells it and has enough to buy a capital hull or a single colony structure. That helps, but does not speed up things that much. Capital blueprint? If I sell it on Open Market, tariff eats a huge chunk of money, and I might be able to buy a high-end cruiser. If I sell it to Black Market, I get enough to buy capital/structure, but then the zombie pirates get better hulls and playing whack-a-mole gets more annoying. More likely, I learn the blueprint immediately so I get different unknown blueprints after I raid New Maxios or other industry world again. (I kind of learned how priority works so my patrols do not use junk hulls I am forced to learn to make blueprint raiding useful.)
The Legion14s could be strong because player find several in close proximity (as Thaago points out), patch them up and arm them with Open Market junk (which works with low-tech) and wreck some pirates. Next release may make this easier because story points can be used to make ships recoverable.
As for looking forward to things, I would look at faction relations, space lord things like colonies, limited special items like planetary shield or the new exotic weapons like that black light disintegrator or ice-thrower, or powerful items found only as loot from powerful enemies like Sparks.
As for standard equipment like ships and weapons, if the player makes lots of money in an instant or stumbles on a lucky derelict, let him have it!