Have you thought of adding a system for saving unloaded objects? For example: a player kills an enemy with some good blocks, but the player cant remove their current blocks without a Gauss cloud, so they go to find a Gauss cloud and detach some blocks. At the moment, if the player went back to grab the blocks they left behind, then they wouldn't be there.
At the moment it's super easy to just rez in anything without bugs (mostly). There's only an active area around the player - everything leaving that area is destroyed and keeps the game running smooth.
Saving stuff gets super tricky when anything moves out of bounds - you have to manage the enemy leaving active space and then being saved without overlapping saved map.
But yeah, you raise a good point because if I go into Junkyard, find a power cell and then march to the station to free up a slot, I'm going to be super sour when I get back and it's gone. I think I will work on the zone recipes first and then see about moving the current system from spawning quick chunks to static zones.
* This could also mean fun stuff like coming back for blocks and the game could see about spawning an enemy ship that's stolen them.