Stated in the title "Acquisition Methods" and since I put it in the suggestion thread this should imply something about the subject matter needs to be addressed, in this case the quests that are completely unnecessary time sinks thanks to ol' RNG.
IMO it makes sense to give players incentive to explore, but spending hours in the right spot and getting jack shit for my time pisses me off, the exact opposite of why I (and probably others) play games. The other XSTN-K's have clear-cut objectives and completion methods, and often lead you to where you need to be, Swoks and AI are a bit random but also give you a spawn every 8 into 9th warp you go without finding them.
Exodus just takes too long, especially considering you have to then warp back, if you actually did this early game when you had little to no warp boosting it would be excruciating, and considering the end is just a system upgrade getting shit in your face it's a rather anti-climatic way to introduce people to the main quest line, followed by the groin punch of having to warp back lol.
The Smuggler quest seems like some round-about trading system introduction, almost like a way to show the player the game has trading mechanics, no offense to anyone who enjoys that but I didn't get Avorion to play trade simulator, though this is a personal preference and the quest itself is straight forward and easy, just a time sink.
MAD Science is just plain old fashioned RNG spawn coupled with requiring 4 of them, I see absolutely no game value in this method, all of my enjoyment ended after 2 hours of trying to find even 1.
Also for the Radar, radar is a current era method of target tracking, not mass detection, Avorion takes place in space (which implies being far in the future) so a more sci-fiish sounding term seems more apt here, like, Sector Scan, or Deep Sector Scan...and having to wait for blips is annoying, they should always be visible as long as they are in your range.
If the developer is so concerned with players reaching end-game too fast, add more artifacts to find or additional quests to the end part, like having to repair the 8 different emitters before you can activate them (maybe the aliens catch wind of the site and try to destroy it, maybe even when the player is there attempting to activate it?) the time sink quests as they are feel like nothing more than just that, time sinks, lack-luster, lazy forced slogs for the player to wade through.
Oh right, the duping, not sure about MP servers but in SP you can dupe any turret or system upgrade by making a small easy to destroy, cheap to replace ship with a long iron grid "Arm" with a sheet of whatever material is needed to be placed on stuck on somewhere, stick a turret there or make the arm large enough to yield a second sys upgrade, smack an asteroid with the arm, pickup the dropped items (which stay in your inventory even after the arm gets destroyed) and now you have 2 of the turrets, rinse and repeat for as many as you want, can even do multiple at a time =/. kind of broken huh?