Quests are neither easy nor especially practical to make with the new 0.95a update. The update added tons of framework code and examples to base off of, but the hard labor required to write all that content is still there! Nothing will ever made cold, hard content "easy" to make.
For instance, a quest I'm writing for SWP, one of my mods—which does exactly what you're asking for, by the way—is an enormous undertaking that has been eating up many of my evenings for well over a month. It's already longer than the vanilla Project Ziggurat quest and will ultimately be longer than At The Gates, when all the planned content is finished. David wasn't kidding about the vanilla word count; I literally have to write a novella's share of text to get it all done. Not to mention the thousands of lines of code and scripting, hundreds of lines of rules.csv madness, etc.
Also, just for the record, I am responsible for 8 separate mods. Only one of them is a traditional faction mod. I like to make a variety of things; some modders are different and just like making lots of space ships and unique factions to use those space ships. If you want a mod that adds content and challenge, I recommend Underworld. If you dislike factions that allow you to purchase (most of) their ships—at least if you're commissioned—maybe don't install Interstellar Imperium.
It's a lot of work to create civilian alternatives for ships, and in the case of Interstellar Imperium, it would also cost me a considerable amount of money. The reason that few factions make acquiring their technology difficult is because the vanilla game simply lacks easy frameworks for such things. And even if, say, the Imperium had civilian alternatives, what stops you from just collecting derelicts, dipping into the black market, or—hell—just getting a commission and buying them and then getting rid of the commission? There's certainly no framework in place for having patrols see that you're using some not-for-export technology without a license and taking it away from you. You can even find random faction blueprints out in the middle of nowhere; RNG can give you access to those ships, so it wouldn't make sense to punish people for trying to build them.
Realistically, what purpose would that really serve? I can see that being an interesting gimmick for, like, a faction, but not all of them. Most factions' ships are meant to be balanced around vanilla's level, so it would just be very frustrating for a player to play around with a faction's goodies if there are so many consequences for using anything. It works for, perhaps, a one-off super-ship like the Ziggurat, but not "Joe's Frigate #500". I know for sure something like that would ruin the Interstellar Imperium—and most other traditional faction mods—for a lot of players.
The long and short of it is that, in vanilla, it's not hard to acquire any kind of ship you want. If you want a Paragon, it doesn't take a whole lot of effort to get one, one way or another. I know for a fact that very few modded ships exceed the Paragon's strength, but many of those inferior ships can easily wind up being harder to acquire than the Paragon due to sheer scarcity. Mods are generally designed around the idea that "good" equipment can be acquired fairly easily. The best "standard" guns from a typical faction will be designed around the idea that they're competing with Heavy Maulers and Hypervelocity Drivers, not Heavy Mortars and Thumpers, but will try to constructively compete rather than replace the Heavy Blaster with "Heavy Blaster but Better".
For these reasons, for a long time—yes, including now, with 0.95—the gold standard for faction balance is that any new equipment must either be:
1. Inferior to existing equipment, save perhaps a narrow specialization; (most Underworld equipment)
2. Generally on par with existing equipment, but occupying a different niche; (most Ship/Weapon Pack equipment)
3. Superior to existing equipment in a specific way, but otherwise inferior; (most Interstellar Imperium equipment)
or 4. Superior to existing equipment generally, but impractical to use, extraordinarily difficult to acquire, and/or exists in finite supply. (most Knights Templar equipment)
Just my thoughts.