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If flying and mining is your thing and Avorion's flying and mining is too simplified, . . . well there's this game that everybody seems to love to hate for being wide and shallow, but I say at that level it's far from it. Flight-assist-off piloting in E:D is a challenge and a joy. The stations in that game were *clearly* designed to provide interesting piloting challenges. here's a "beginner proficiency" exercise in a series of 5 that gives a taste. This is #4 in the series. Pay attention to what he says at the start of that clip: HUD color xml(?) tweak aside, that's a stock Sidewinder. That's the ship you start with. Go through that entire series *and actually do the exercises*. Git At Least Beginner Gud before rendering judgement.
Even getting good with cargo pickup and SRV mining gets fun when you try to get good at it, careening around the surface with a buddy in the turret and trying to hoover up goodies at top speed turns in to this dangerous and exciting little dance.
If you want to give trade some consequence, I'd say get away from the high-traffic areas out in the edges of the bubble and start picking factions and making allies of them. You can start your own little kingdom and goose its economy and your standing within it. That's another small game hiding in the big universe: find a home.
My first ship bore more resemblance to a paving stone than a spacefaring vessel, but it was fast and agile. In all likelihood, that's how ships will look when humanity actually goes to the stars; there's no atmosphere in space, so all those aerodynamic wings and foils are purely aesthetic choices. Plop a big block of whatever onto the end or side of your big block of other whatevers, and fly!
Some general ship-building newbie tips:
Don't feel like you need to make your ships "pretty"; function is much more important than form. Look at the original Model T; Ugly, noisy, and just downright disgusting in comparison to the vehicles on the road today... but it was still a car.
I'm working on my fourth build now (if you don't count rebuilds) and things are much more intuitive to me now than they were before. Try to experiment with creating basic shapes, learn how to break down larger blocks into smaller, multiblock structures with the same size and general shape, etc, etc. Create exercises for yourself. You can also download Workshop ships, templates, etc, and study those to figure out how they were pieced together.
In the end, it has to be you who decides whether building is "worth it" or not. Some players spend literally months on one ship before it comes out just right. I'm not one of those players.
And, in the end, if you decide you don't want to build, you don't have to! The Workshop is just absolutely jammed with great-looking ships to experiment with. I typically rip out the internals, first thing, and replace them with my own arrangement. In fact that was what led me to try building in the first place; I got curious.
People play the same games in different ways, and with different goals in mind. If you don't enjoy building...don't. There are a ton of other things to do in Avorion besides designing ships.
There are a ton of super talented ship designers out there. You just have to be patient enough to find something you like. Drazhill just posted a new collection I thought was pretty neat-looking, though I haven't messed with them yet. SivCorp is another talented maker, though he does love his stacked blocks the last time I checked.
Not surprisingly, this then becomes one more example in the long list of reasons why blanket statements don't work. I have been impressed by a good number of Workshop ships that I fully believed just wouldn't perform. I have been similarly disappointed by those I thought would work. Every now and then I get one that just works for me, so I use that for the entire run.
Personally, I'd advocate that everyone just leave their hulls empty, or post a duplicate ship with no internals, so that the people who are overly picky (like myself) can have their way with it. If I ever get good enough to post anything, I plan to do that myself.
I haven't tried a huge amount of ships from the WS, but all of the ones which I have tried worked pretty well in my experience, even ones built before 2.0. At most, I perhaps just had to scale them up or down a little to fit the new system limitations.
Most of them had plenty of framework inside of them too, so I could then take that base and build them to be even better. But that wasn't required to make them work, they functioned fine without any upgrades, and I used them like that for a good while before refitting them.
Placement of internals matters just as much. If the builder put all the heavy stuff near the hull, maneuverability is going to take a huge hit. Keeping heavy things toward Center of Mass? Better!
Profile matters too. If the ship has a lot of protrusions in the way, then the turret mounts may not have the ability to overlap. Worse, the ship's protrusions may actually block the ship's own weapons fire. If the hull focuses too much on forward fire, defensive fire coverage suffers.
There are many areas in which general hull design matters.
Make a brick. Put the thrusters on the corners. Stick some guns on it. Go blow stuff up.
I flew bricks for ages. Then I went to cubes. I started eventually designing ships because I got bored. But you know what? I still fly cubes in early game. They're easy, they work, and they're cheap.
I guess just do what you enjoy. After all, that's the entire friggin' point, no? ^_^