The present system is fine as it is, but the whole network of dependencies built around it is completely broken. Resource variety is built as if they're aestetically equal to one-another, but unequal in tecnical sense. They have the same trade value, but are not same in rarity. Rarity of these resources does not correspond to their crafting value. Crafting system itself is an aberration of completely different items requiring the same sets of resources and same items requiring different sets of resources. Many basic things require more rare resources, while some advanced items require junk to produce. Some resources are valuable solely as the source of an easy profit alone, while other resources and their byproducts are so valuable for ship construction, that the idea of trading them is inherently ridiculous. Many crafting recipes just doesn't make any sense.
At the same time, all of these resources are virtually unlimited, as even few sectors with Larimar asteroids can respawn indefinitely and give you all the associated resources you need. Aside from potentially having or lacking very few specific asteroids in it's asteoid sectors, all the systems are the same in value. There's no incentives to control anything but a single system with two or three asteroid belts present, there's almost no incentives in controling one system over another, and there's no incentives for colonizing a planet over mining it. Asteroid distribution is awfully unrealistic and undermines the the very idea of system's individuality in resouce abundance, while planets are spawned completely randomly with no appeal for astrophysics, and their biomic type is only an aesthetic parameter, ironically the one which almost nobody cares about. Finally, both asteroids and planets consist of an enormous amounts of resources and items, that are essentialy useless, or are present in abundancy in complete contradiction to their crafting value.
In light of forthcoming expansions on flora and fauna, all of these problems should be adressed to give us a working mining, crafting and trading structure, which is carefully thought-out and would allow to expand the value of resources further than the time it takes to mine them, and provide a well balanced crafting system, that would not be substituted by vote rewards, as it is on the majority of servers.