It's slow, it's boring, and it hampers non-Caly development (and the game as a whole).
Option A (hunters) - you jump into a quad, point at a planet and go watch tv / make dinner for 45 minutes. Check on the game and find you got shot down by a pirate, repair your quad, point it at a planet and go do something else for another 30 minutes. In a world with limited time & attention spans, 45-90 minutes of travel time is unacceptable. Note in this scenario, all I want to do is go hunt on another planet. I'm not transporting goods, so MA have also lost out on my cycle time. (But wait! There's the 10 ped in ammo it took to shoot down the quad! Yeah right - my gun costs 29pec per second, 17.8 ped per minute. 800-1600 ped lost from making me fly - x.9 = 80-160ped rake).
Option B (rich/bored/lazy hunters) - you get a quad warp. 20-30 ped, with no in-game interface to find one. A new player who also happens to be rich? He wouldn't find #space_flight for a long time as it's not an official service. It's also still not fast - 5-10-15mins to wait for a pickup, 5 mins flight. You also still can't transport goods (weight limits), so unless I'm in an actual rush, I'd revert to Option A and go watch a movie.
Option C (recommended?) - mothership taxis. Looking for a way to spend up to an hour literally logged out of the game to transport your goods? Surely anyone can see why this is a bad system. They're slow, have the organisational issues with warps, and really only used for people without quads or who want to move items.
It's all broken. Even the situation that you have pirate ships, just camped by the popular space stations - because there's only 1 entry point per planet (in a 3D universe...). And that's just a glorified chat room nowadays too - the only players who carry loot are new players, which makes them quit after being looted, otherwise it's just another unnecessary roadblock to me spending actual peds on the actual game. In a skill-based game too, you have avatars which have had effectively zero ped spent on them, using the most powerful space craft.
It all hampers ped spend (hunters), trade (movement of goods), and even the games image.
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The fix is so simple as well. You introduce interplanet teleports for players, but add a restriction - no lootable items can be transported this way. Anything lootable is deposited on the departure planet's storage. You can make them paid if you want (7ped), everyone would pay that.
You introduce the crates idea for auction orders - but create a new functionality - import/export. Within this screen, travellers can deposit their items and receive a token deed. On this deed, they pay a tax based on the value of the goods they are transporting. They can then pick a pilot (quad warp) or scheduled service (mothership) to move their avatar with the lootable deed.
Why the tax? Well, you create a new group of craftable items - interplanetary - which require (lootable) parts from all over the universe. No matter where you move/craft the goods, import taxes would have to be paid. You then remove the ability to log-off in space (you shouldn't be able to play the game by not playing the game). And what do pirates loot? Not the items - they loot the deed, which they can redeem the tax from. No-one should be losing hundreds of dollars unless they are transporting hundreds of thousands of dollars.
This fixes turnover rate (instant travel). It creates revenue and a new profession source (import trader). It stops the highly annoying encounters with role-playing weirdos ("POCKET CHECK! LOL PIRATE") when no-one currently carries anything anyway. It fixes a situation where players like myself (hunters, miners, crafters) playing the core game don't have to put up with a poor experience in space - be it from the buggy game or the angsty inhabitants.