So I'm relatively new to the game. I bought it years ago but didn't remember it until relatively recently and I have a few things to say.
1. Trading is basically pointless
The thing I keep hearing from people is that the 30% tariff was added in to keep people from repeating 'boring' trade routes but it doesn't actually change anything since I'm still doing the same thing, I'm just going to do it slightly differently. Yeah, I agree that that shipping crates of food between the same two planets over and over again it is probably going to be very boring, but isn't that my choice? Sure, I could smuggle illegal stuff, which is far more profitable, but not really at the scale that it needs to be, and it's riskier too. Not much riskier, since most of the time if I just wait long enough (a pretty boring act) the guards will inevitably go somewhere else, leaving the planet unguarded.
2. Derelict survey missions are way too profitable for how much risk is involved.
Doing procurement missions (which I'll have a section on shortly) is an okay method of making money, but it isn't really consistent. In fact, none of the contracts are really consistent. Especially when they come from the pirates or Luddic Path, factions that will try and attack you on sight. At least I can pay the Pathers off with their tithe thing. But even when I sign a contract with the pirates to supply their base with fuel they still go out of their way to attack me. I know they're pirates but Jesus H. Christ I'm just the delivery guy!
My point is that so far in the time that I've played so far the supposedly dynamic economy doesn't really ask for or take much interest in player intervention. That being said, I think there are some relatively simple fixes to these problems. Firstly, mercantile convoys should be made more vulnerable to pirate attacks. I have literally never seen a mercantile convoy get attacked outside of those pirate raid events that don't really start happening for a cycle or two. I also think that the way in which the economy is modeled should be changed, or at least tweaked so as to give the player more usable information. What does it mean when a planet produces x 'units' of a given commodity? I buy them individually, but obviously that's not what's meant by that so is it 100 volatile for every 'unit' produced?
I also think that shortages should directly start triggering procurement contracts, since as it stands they seem to just show up randomly. Procurement contracts, I find, often don't give me a good amount of wiggle-room time-wise. This would be one thing if I already had the resources on hand, but if I did then I'd probably be selling them somewhere else already. Or I just sit around with random amounts of ore/weapons/drugs in my cargo holds, vulnerable to pirate attacks and scans by authorities, waiting until a random contract comes up.
Perhaps I'm out of line. I'd like to hear if I'm misinterpreting or misunderstanding anything here, but I've created (almost literally) the same character like 30 times trying to make a more pacifist playstyle possible (or at least early game pacifism) and it just doesn't seem to be working
P.S. Can someone explain to me what the point of the accessibility stat is? How about 'if the materials get there, then they get there' I don't see much point in randomly capping the amount of trade a planet can do based on some stat.