I have about 100 hours in Monolith and I really like it so far.
But I can tell it's a fork of frontier, which itself is a fork of standard wizden SS14, which itself is a kind of fork from SS13, so some legacy designs are baked in from past iterations. As far as monolith goes, I really like what's been done with it and the devs are doing a good job and I want to see it develop and improve over time. Looking at fundamental adaptations of the RCM fork which tweaks fundamentals beautifully, these suggestions intend to create the same synthesis for Monolith.
By far the biggest fundamental and systemic issue I see with Monolith is how the financial system is playing out, not that it's a problem inherently but only that it's, unbalanced? No, that's not the word for it, lemme explain. Finances and money is in a sense, the fun juice. 8 hour shifts where it's the only thing carried over. In the 8 hours each shift gets, the fun juice determines so much of the game starting out, not so much later on when resources are plentiful, but still important. So since it's the only thing you start with that carries over, and this money heavily determines a lot of the core gameplay, which I can understand is a carry-over from frontier but can be done better.
In short, earning money SHOULD correspond with player demand (paid services), incentivized activities and roles (like parameds) as well as just generally having fun.
Now directly looking at you, fission haulers. In terms of the economy, balance, supply and demand of the game, Luxury goods or fission hauling isn't exactly a very fun experience, but most importantly, it contains very little interaction and pretty much does absolutely zero to the grand spaco-political story playing out, just a guy docking at cargo spots and carrying items back and forth whose only real disruption is chimeras and asteroids.