This is more about the lack of positive feedback (current fun-void) for attacking structures, the lack of smaller scale objectives that help a fight beyond ‘grind torp spam to kill all the spawns on the map to win entire game’, and the big separation between attacking a station or ground installation itself and just fighting the fleet sitting next to it in terms of feeling as though you’re actually contributing to things.
(And the fact attacking a station seems a bit pointless when winning critical battles auto-kills the site anyway, making any contribution made to attacking the structures totally worthless in a lot of situations.)
Attacking points of interest, (currently just big fancy scenery in terms of how most people play the game,) really needs to be woven into the experience a bit more thoroughly.
The ‘disposablity’ of bombers also doesn’t help here, because survival gets shunted to near the bottom of the list of player priories in a fight.
As for the point of the post, I absolutely agree. There needs to be a lot of depth with plenty of mission variation to make hauling a viable gameplay option, preferably as something people could get into as their main playstyle over long-term timescales. This includes things besides varied and interesting objectives, like ship upgrades and custom loadouts of the haulers themselves.