Great job on the mod! But I think the delay in the trade system is necessary for balance because some of the trade rewards are ridiculously high, especially for hard mode. It also takes the usefulness out of the Cargo Teleporter augment itself. But it is interesting as I have often discussed how a legitimate trade ship needs a Cargo Teleporter and possibly also the Production Line augment, leaving you with only one augment slot remaining for actual Cargo.
I think it would be cool if the Cargo Teleporter also had some blue options allowing you to steal supplies from the enemy.

And if the Long Range Comms augment hadn't been removed it would be interesting if you could put out a sector wide advertisement to see if anyone is willing to buy what you're hauling. I also think that we should have the option of buying AND selling at a store rather than just one or the other, doing both would only cause the fleet to catch up 1 jump instead of 2 at different stores. It could lead to some great results if you plan out your route and are able to visit at least 1 store in every sector.
This mod may help me do something I have been wanting to do for a while to adjust the trade system. I wanted to change the trade system so that all trade goods go in your cargo hold instead of in augments by making them "dummy weapons" instead of augments.
The only downside is that the player would have to "equip" the goods whenever they got to a store, but I have found a way to allow the trade goods to be equipped in the store menu and then have the trade event after visiting the store rather than before. The player also would have to go back and open up the store menu manually to sell off the goods. Some might call this system less "intuitive" than the existing system, but personally I think it would be better because I'm still not completely fond of trade goods taking up augment slots. Mainly because there are so many good augments in CE and because most faction specific ships need to keep their unique augment, allowing you to only ever really carry one trade good at a time in many cases. Or none at all if you have a full complement of augments.
However, now that Sleeper added in a ton of "basic" trade goods though I have come up with a 2nd alternate trade system:
Instead of ALL trade goods being dummy "weapons" all BASIC trade goods, which only ever sell for 30 scrap anyway, are dummy "weapons" instead of augments. "Large shipments" require an augment slot still, these are goods that can potentially sell for large amounts of scrap to the right buyer. And that I can buy into, a military ship might not necessarily be outfitted to carry a ton of cargo, but pirate ships can still take enough loot from multiple ships to make it worth the trouble.
I am starting to like that 2nd version more now because it fixes the problem with pirate ships (e.g. Rock, Mantis, and Lanius) being unable to carry goods if they have 1-2 augments in addition to their starting one. Because most of the loot you receive from piracy is basic goods anyway they could just go in your cargo bay and be sold off quickly like a normal weapon at any store. It also doesn't require every store event to have its code massively revised in order to allow for events after the store menu.
Anyway, good job on the mod. Sorry for my rant on the trade system.
