It would be great to plan transfers of modules (and ships), let's say I have modules in system A, I'm in a station in system B and plan to use some modules in system C (for a CG or engineering), I'd like to be able to transfer my modules from A to C while I'm traveling from B to C, instead of going to C, transfer modules to C and wait longer...
What would be even greater, is not having to wait for this bullshit,
as the transfer was initially announced as instant by Frontier, balanced by credit cost factoring in value and distance. This was before the immersion idiote brigade threw fits and someone without spine at Frontier caved and backtracked on their own game design, that was for once, quiet reasonable by not bending over players and going to town with their free time. Instead we have this whole embarassing zero sum bullshit. Sure you can get quickly somewhere with a quick ship and doing transfer, but you have to wait for the transfer. A game that acknowledges that having to travel in it too much is shite, but would rather encourage you to avoid travel time by not playing it, before shortening the time, because it can't get over its own shit design. *Yay!* Approaching dangerously close to a sunken cost fallacy. Let's sacrifice good game design effort to the already released shit game design aspects!
The whole notion of getting quickly somewhere by completely refitting or outright changing the ship is an embarrassment for Frontier game design in itself. "We have an MMO with warriors, traders and explorers. In order to balance the inherent differences between those classes, we change the time for each one to get from A to B. This is done by watching a lot of loading screens and driving around glowing orbs for longer than is welcome. The Warriors have to watch most loading screens and drive around orbs the most, followed by traders. Explorers can be the quickest, watching least loading screens and spending least time driving around orbs."
It's pretty disgusting. No doubt they thought that having weight factor into jump range was a great means to give depth to ship outfitting. All it does however, is fuck up your playtime with unavoidable load and waiting times. Depth my ass. The usual Frontier Forums response to this is the disingenous "Well, you just have to do tradeoffs: Take a long range multipurpose ship or use your heavy murder boat". What a terrific tradeoff. Die of boredom watching more loading screens than necessary or take a ship that hampers your enjoyment of what you want to
actually be doing instead of watching loading screens. But people bend their brain into knots explaining this is immersive or realistic or consistent, rather than using it to critically evaluate the game mechanic implications. The more lazy types outrigh argue that "this game requires time investment, suck it up or leave".
The only balancing factor of how quickly players can get from A to B in a ship, should be how progressed the player is and how much they upgraded their ship. With all ships having roughly equal max jump range. Everything else leads to the "warrios watch more loading screens" bullshit, which gets whiteknighted to death by the usual immersion brigade. Which in turn led to the dropping of instant transfer: players with "slow" ships would've actually gotten
a bloody benefit out of it, by using "quick" ships and then doing a transfer. But as the idiot brigade has embraced watching loading screens as a swell balancing mechanic (nobody so far has constructed a metric that shows in what way this balances the game) and were screaming for a zero sum implementation (can't give other people nice things, can we?). Therefore we have to put up with the bullshit travel mechanics Frontier has created.