What you suggest is game design based on RNG. There's currently far too much of that in Elite already. Sure, realistic in a simulation. But Elite is no such thing. There was a good reason for the player outcry after update 2.1 when people realized that the meta Frontier had designed required them some 8+/- hours of material grind for a dice roll and potential module downgrade as "reward".
Good game design shouldn't rely on RNG to extend the playtime. Good game design ought to be skill based and every negative effect ought to be avoidable by some form of skill. A poor dice roll? There's no skill in avoiding it, only luck.
The result of poorly implemented RNG (goes for all RNG in Elite and much of what fans suggest) is nearly always player time being wasted. Which I think the artificial delays for updating some database field are as well, but Frontier seems to disagree. Ship lost during transition? Rebuy credits or rather time to gain those wasted. RNGineer downgrade after 8 hours of material collection? Material gathering time wasted. Hazardous RES spawns only small wanted ships until the 10th re-instantiation? Play time wasted. Popular suggestion of mis-jumps? Time wasted for getting where you wanted to be. Meta centered around mission stacking and therefore mode hopping for mission board refreshs? Time wasted, could be implemented as integrated function without mode hopping or prevented entirely by persisting mission spawns across modes.
Wherever good game design uses RNG, it makes the outcomes either equally compelling or allows players to mitigate the effects of RNG by means of skill or thoughtful play. Not by mindlessly wasting more time. Something that I don't observe from Frontier.