I'm not necessarily saying that just because there's a wealth of J1 worlds connected to each other that merchants will want to work the whole thing. There are clusters on those mains as well. The math behind trading in the game will set up specific advantageous trade pairs but to PCs, especially adventurers, there's access to many worlds within reach of a ship with "short legs". I once ran an adventuring campaign that started in Five Sisters and got well across District 268 before fading out, all of it along the Spinward Main.
Oh I certainly agree!
Players (and the campaigns they get into with Referees) tend to be the definition of EDGE CASE for what can be done with the time, tools and tech manuals available.
There's a huge difference between what is POSSIBLE to do and what is necessarily ADVANTAGEOUS to do. Plying the
Spinward Main in a J1 Free Trader is perfectly
possible from an astrogation capability perspective ... but whether doing so can be
profitable (enough) for the ship to "pay for itself" along that route is a different question.
Adventures ... sure!
Profits along the way ... well, there's no guarantees of that ...
And the same holds true for other J1 mains else where in Charted Space.
Just because your ship CAN go places, doesn't mean it will necessarily be worth your while TO go to some of those places.
So if you think about a J1 main as being made of up a collection of chain links, the "strength" of those links will vary WILDLY ... and as the saying goes, chains will break at the weakest link(s). What is difficult for Free Traders is when you get a stretch of these "lousy market opportunities" all in a row, creating barriers to profit potential when traversing that particular stretch of a J1 main. Those "trade barrier stretches" can (in effect) cause the chain of profitability to "break" through those regions, depressing travel, transit and ticket manifest opportunities (mainly due to low population).
The solution to the problem (of course), is to treat those "profit dead spots" in the J1 main as being
Jumpover Territory. You aren't selling tickets to passengers and cargo bound for those locations (specifically), nor are you intending to stay for a week to conduct business there after every jump. Instead, the plan is to "refuel and go" within a day or two, rather than stop there to take in the sights and offer shore leave. So what you're doing is selling a CHAIN of tickets (for passengers and cargo) that get them
to the other side of the profit "dead zone" of low population worlds that few people want to be dropped off at.
As an operator, you "declare" that your ship is going to MULTIPLE worlds (in sequence) and offer tickets to passengers and cargo going to EACH of those destinations, usually starting with the high(er) population/profitable market at the far end and working your way back towards the point of origin to fill up your manifest. Passengers and cargo need to buy tickets for each jump, but that then gives a way for merchants to "gloss over" the profit poor regions so as to "link up" the more profit rich ones at a quicker operational tempo.
In other words, there are ways to
finesse the profit challenges, but doing so requires preparation, skill and it helps to have a decent reputation.
