I've been dreaming about making a Starflight/Star Control-like for at least 24 years, and every time I've seriously rolled up my sleeves for designing, the resource gathering has stumped me. The early games benefited tremendously from the fact that the tech and game style of the era meant that you could abstract resource collection to a simple arcade game without obliterating mimesis. In other words, resource gathering in those games could be a dumb, simple arcade game, but it felt at least somewhat simulationist and serious (or at least consistent with the game's overall mood).
As Mass Effect showed, however, you can't really do that today. Letting you drive around planets will inevitably make those planets feel tiny, empty, and boring. If you somehow achieved No Man's Sky level simulation, then driving around planets would
still feel boring. And once you've poured that much into planet exploration from a development standpoint, you want it to take on heightened importance, etc., etc. Mass Effect 2's probe system was dumb, but IMO was much better than ME1's soulless-Starflight-on-steroids.
But when you go the Star Control III approach and move to more of a colony-building model, which is arguably more logical from a resource extraction standpoint, you break the theme of exploration, which may inflict an even greater wound.
For Star Captain, I had planned to basically follow the Weird Worlds model (later used by FTL): each system has a single text-adventure event. The problem with this is that it demands a lot of hand-crafted content to do right, and ultimately I'm not sure text adventures are as much fun as dumb arcade sequences.
Tis a cruel bind.
We thought (wrongly) that people would quickly realize that planets filled with silicon, hydrogen, etc. were useless. That was a big mistake on our part because what players saw instead were planets filled with little sparkly dots to collect (even if every dot was only worth 1 RU).
This is true in every genre. I remember hauling bags of flour back to towns in Exile just to make a few gold, even though I wasted hours of my time doing that. Players have a strong min-max impulse, so if you give them
any reward for degenerate play, a huge portion will play degenerately and then get angry with you. IMO, the best solution would be simply not to let the players land there at all. If there is no worthwhile gameplay and no worthwhile resource to be had, just cinch the knots tighter on Odysseus.
Hopefully player ratings turn around. It seems like the trolls are out in force on Steam, where the rating is now "Mixed" despite game improvements since launch (at which point it had a 90% positive rating).