Little progress update.
RSF, XLE and one of the pirate stations are in the mod. RSF have 6 systems, XLE - 4.
New commodities (electronics, medicaments, ship components, weapon components) are in the mod.
Rehauled and new market conditions and reworked icons for all of them are in the mod (new markets are for new types of commodities, reworked ones are vanilla having either modified production outputs or added/removed some of the demands/supplies).
Next in plans are UIN and some pirates.
For now faction specialization concept looks like this:
RSF has more markets producing volatiles and fuel. They have problems with electronics.
XLE produce ores and organics, but have issues with meds.
UIN specialize in electronics and ship components. They have high demand of volatiles.
ISA are good in supplies and meds production. They get shortage of ores.
FFS will have their 4 colonies forming a separate self-sufficient market. They are hostile to UIN and XLE and are in neutral stance with pirates and free traders. Other factions are inhospitable to them and just too far away to properly trade with.
How these schemes turn out with the self-stabilizing economy I dunno know. For now each new start provides a different initial commodities setup and thus very different approach to each game. One game forced me to operate in a particular system and just in few near by systems as only it had supplies at the lowest prices (of ~300 per unit!). One game had food shortages almost everywhere and allowed me to beeline to billionaire from mere privateer in less than a few weeks. Balance tweaking is something that I now fear the most...