1. The dead end that the player will meet if he/she fails to deliver. I get the joke, but I still think it's flawed. The player needs to be punished, but the no way out situation is too harsh. So I tweaked it so that, if the player returns to the monks too late, he will be stripped of everything valuable and if that's not enough, then it's a broke adder start time. Problem solved.
2. Random black monk punishers were too frequent and repetitive to my taste, so I tweaked them so that you rarely meet one and more rarely you see them punishing someone. Problem solved.
3. But then the real problem, the money lending business. The original mechanic is tied to jumps and I think that works brilliantly. From designer perspective, it's possible to roughly predict how many jumps are needed to do some business and still be able to pay back. That's good. Easy to make it challenging, but not impossible. But from players perspective that's just stupid, it's hard to reason why the loan is tied to jumps rather than time. So I switched it to time (as have been requested multiple times) and all of a sudden the loan time is either ridiculously small or long depending on the distance of the trade systems. I wrestled with it for a while and when I just could not find any sane way to balance it, I just ditched the whole conversion

But now I've got a new idea

And the reasoning. The player is actually working as middle man in some shady money transfer gimmick. Money laundry maybe. That's probably something illegal, so to make it look like legitimate business, the money is in fact lend to the player with real interest.
So now we have a mechanic that gives a beginning player a nice credit boost at start and pushes him to travel the chart rather than "boringly" jump between two systems.
Does this sound worth pursuing?