The core system is great, for one or two players.
So i fudged that to cater for four players. This is a problem for games that try to emulate a TV or movie.
The 'travel at the speed of plot' and 'buy what the plot requires' removes the ability to plan (are we faster? can we build up our reserves?).
Secondly, the Firefly class out classes nearly every other ship, so why aren't they everywhere?
This could have been made to be dependent on the crew (pilot, engineer, tactician etc). Downgrade the firefly in all respects, and have the crew bring it back up (they are nursing an old, tired, skick ship = skill roles, planning, careful maintenance and not doing crazy ivans at every opportunity).
There is a board game called Space Traders which could be used as the background scenario generator and handles ship finances.
Building on the above, you can keep the ship flying, or hire a mercenary to guard your stuff?? hard choices.