The problem
Getting things in SC rely on too much randomness. Lets say you plan to build a destroyer. You need neodium for that, and this thing drop playing rank 8 ships from battles. You have a chance to get that, its ok, but it depends on random outcome from matchmaker (no matter how good you are, you cant win alone) otherwise number of dicerolls is heavily reduced. It also drops from open world if you know where, but it also depends on rolling and drop rate is somewhat low.
After gathering all things you wanted, you realise you cant get maximum potential from your ship you worked last month to get hands on it because you are stuck with Halo, Pyro, Shield and two turrets. And again, we are in rng paradise - random matchmaker gives you low or highier chance to get a chance to drop random cache with random drop inside with weighted randomness.
You see how ridiculous it sounds?
Regular ships are in advantage here, but certain ships can greatly benefit from manufactured modules (crystal plates on Imperial gunships, Sk’rah on inties, energy converter on anything).
Proposals
Instead of caches drop as random outcome, we should be able to get them as clear progression and reward. Winning battles give tokens. PvP as is it harder to win, should give them more than PvE. These tokens can be spent on cache of interest. Opening and randomness of what is inside can remain the same. Add some parts to Mysterious Containers in OS to make them worthwile to search. Give more tokens for competitive play, SCL, dreads, tournaments.
Why
Reducing grind is always beneficial to the game. Because of still random drop from the caches, market and trading would not be affected much. Increased supply can even increase trading business. Also, as tokens are given for winning, could put force on people to put maximum effort to win. Now matches are rather lacking of it. Having possibility to buy the cache containing the part you need also give clear progression and close the gap between older players that got lucky to be at event giving things for credits and newbs forced to play with potential handicap.