As Jinx alluded to, this is testing phase and so I've decided to let it go its course. The current modifications in mining are not permanent yet. In any case, my hat's off to Cannon and any others who have invested their time and talents into this mod.
And now for some constructive criticism. The idea of finite fields, in it's current form anyway, seems to have the purpose of instigating more competition and, as a by-product, RP (and inevitably OORP) aggravation - as if we have a deficit of competition and aggravation in game and on the forums. Some say it will "encourage" and "diversify" RP, as factions and individuals scramble for limited resources, beating one another with pixelated pickaxes in the process. I suspect that, if this model remains as the final product, we'll be seeing just as much, if not more drama in games and in the forums. I sincerely hope I am wrong on this one. And then there's the issue of players living in different time zones finding the field pretty much empty when he logs on. I can say that I'm pretty much completely opposed to a finite field system.
I've advocated the "higher yields - lower prices" model. Right now, it seems we have a "lower yields - lower prices" thingy going on. I'm going to assume that this is just part of the test, but I'm hoping the drops get an industrial-sized buff in the final product.
The /l as default has more advantages than disadvantages, imo.
The ore being transported instantly into the cargo hold of the ship is good, in that it helps with server stability. It makes it more of a pain to mine with fighters and freighters, but perhaps a work-around can be created - beside ejecting the contents of your hold every 30 seconds via the cargo screen.
I am content to wait and see. If the new mining (salvaging in my case) isn't my cup of tea, I'll just use my hauler to trade. Just like old times.