To answer the criticisms made by those who "dont have time to slave away making money", I suggest that your approach to this server is wrong.
You need barely 30 million credits to be a valuable individual on this server. Enough to get a fighter and fly alongside fellow faction members. In addition, you have the option of joining a player clan, and having everything you require given to you. If you prefer to be independent, you'll have to pay the price; and that price is fairly low anyway.
The majority of players who find themselves "slaving away" are saving up to buy battleships, but here's the deal; no-one said you HAD to have one, and the server doesnt NEED you to have one. Why then, should it be made easy?
The other people who "slave away" trade because that's the role they've chosen. They RP traders, and enjoy it, realising that it is a continual journey of enjoyment and NOT a means to an end. If you're part of this group, you might quickly find that the money piles up, and you find you have little to spend it on. At that point, you come to realise that money is merely a bonus, and that the activity itself is the reward. (I speak as a player who has collected over 5 billion credits in his time, and still trades for fun rather than profit).
Traders on Discovery should be the latter; players who have made characters who are traders for fun, not characters of players who want money for cap-ships.
Play games to have fun. If you're not having fun, address the problem.
As for the economy, a huge amount of work was put in to ensure that all routes were in-RP, and that all activities would be roughly equally profitable, within reason. The playing field was levelled. This meant an end to the one or two milk runs which arose every mod, which EVERY player would use to make cash. Now, there are hundreds of options, all profitable.
This means that while there are no longer a couple of hugely profitable runs, the majority of trade routes are MORE profitable, making all kinds of RP trading, mining, smuggling etc. economically viable.
I dont think it can be stressed strongly enough how difficult this task must have been. When you change the price of one commodity at one base, the effect can be felt across all of Sirius. It's an organisational nightmare, and a miracle that Xoria was able to do it so well.