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Cherry picking the best mining sites means you will get a better net income to investment ratio and should have more minerals spare for developing your planets. Pops and districts are generally a greater ROI.
A) Building too many districts early on, which incurs upkeep costs and also potentially results in the AI putting your workers in sub-optimal job assignments
B) Having too many buildings without the base economy to support them - remember, each building not only has its own upkeep, and each specialist not only consumes basic resources (either directly, or indirectly through consumer goods which in turn requires minerals) - but each specialist is also one less worker for the basic job to produce those resources
C) Having too many ships/military upkeep without the economy to support it. Fleets are absolute dead weight if they are not participating in combat, and often can be built up very quickly from scratch. Despite lowered upkeep costs by being docked, they do still add up, and if they aren't docked, they can very quickly bring your energy costs up to an unsustainable level
While true to an extent, the main problem is just that you're limited on influence, so if you just take every system, you may spend longer than necessary grabbing the better ones.
The spaceborne resources shouldn't represent a sizable part of your economy except for very early on. The vast majority of your resources are coming from the workers on your planet. If you're suffering for resources, the place to look first is there.
Focus on energy districts first. Space minerals is usually enough till you have a decent pops on planets.
When it comes to trade, it is just a late game thing for most empires. You cant mine it with a station, you need to collect it with a module in your spaceport. Investing 250 alloys just to collect some random 3 trade value is just missmanaging ressources. Trade value gets important later on, but not natural but pop generate. World with some clerk jobs can easily generate more than 100 trade value, which justifies building some tradehubs in a close spaceport.
https://stellaris.paradoxwikis.com/Economy#Energy_credits
Trade resources on systems... they are situational. One starbase or two dedicated to trade ok, specially if you can get 15-20 trade or more, but not more than that as anchorages are so important
Just now (2236) it's -49 and my 148 population are 110 + 38 robots.
https://steamcommunity.com/sharedfiles/filedetails/?id=2063459746
It's ok to be a little in the red if you can make up for it by producing something else more efficiently. Food can be an exceptional source of early-mid game income.
In that list is Markets.
Sell your extra food for energy.