With regards to 1), I think the easiest way is to start with the amount of jumps plotted by the players (this is easy and enjoyable), allot 8 days per jump, plus 10% for every point of Divert Power modifier below +6*. This allows for inaccurate jumps and time spent doing stuff groundside. Given at least some A and B startports on the route, maintenance time can be abstracted.
* An approximation of the "4d6-8+modifier" probability curve. Used
this tool to calc it.
As for 2), the simplest I've been able to come up with is: profit = (empty space in the cargo hold) x (trading modifier, minimum 1) x (freight rate for parsecs equal ship's jump rating) x (number of jumps, possibly filtered for actual inhabited worlds). MongT1 speculative trading rules are very generous - with a dedicated Broker on board, it is easily possible to make multiple millions in a manner of weeks. Something like 150k per jump on a Far Trader doesn't seem too bad, especially if the players don't have to deal with the acrimony to get it.
If you don't want to role play the trip, nor do you want to arrive in debt/on the run from the bank, then my formula would be:
2 weeks * direct distance in hexes / jump number
The crew arrives with the same cash as they start, although if they want to buy standard items along the way / restock the ship's locker then fine. A non-standard item adds two weeks, multiple non-standard items add one week each and they have to pay for those.
Justifications
Yes you can jump in less time, but on most worlds there is the trip to/from 100D or out of the jump shadow, plus refuelling, maintenance, dealing with starport authorities, finding passengers and cargo.
Yes you could make a profit, but that takes time and detours to transport the right goods to the right market or go where the passengers want to go. They should arrive with the broker character worn out from trying to break even and seething at all the missed opportunities.
People tend to underestimate how much they spend just living, both in game and in real life, so yes they will make money but also they will spend it. If they want to arrive at their destination with a TL15 hand comp from that planet they passed, or a new set of clothes, then fine. If they want to replace the air/raft, upgrade the turret weapons or buy a battle tank, that will add time and cost to the trip.
Phil Kitching