I kind of want a dual profit factor and influence (sort of like the one from DH:Ascension) system, at least for RT. With Profit Factor representing the valuable assets, both physical and intellectual/information, ie, lands, facilities, trade routes, licensed construction templates, warp map data, etc. And then Influence representing favors, debts of honor, non-monetary obligations, family connections, friends/allies, etc.
You can try to acquire something with one or the other, or maybe attempt both to make it easier/cheaper/better quality, ie, if you want to acquire for yourself a case of plasma pistols for your command crew/senior staff, you can test against PF to just buy them, test against Influence to see if you can get someone to gift them to you or being willing to trade minor favors for them, or test against Influence to see if you can get the supplier to provide a discount or a free increase in quality or maybe they come with an weapon upgrade on the ones you get. Likewise, if you're looking to acquire a new ship for your Dynasty, a successful Influence test means more and better ships are available to you, and likely they're willing to allow you to get a better ship with your PF than someone with the same PF who didn't make that Influence test first.
Simply testing against PF is, to me, a little like buying something maybe on credit or debit, but letting it be covered by the dividends/interest on investments/shares of moneymaking ventures. Burning PF would instead be selling off some of those shares or withdrawing money from the primary account, thus reducing the capital.
This is more to separate things out, and to better represent the differences in Dynasties - an older dynasty almost by default will have higher Influence, even if they've suffered financial (PF) losses, and a brand new dynasty is likely to have low Influence, depending on the reasons of their being issued a Warrant, and a 'new money'-type dynasty (one no longer brand new, but not one that has been around for a long time either) is likely to have a higher PF and lower Influence, ie, are too rich to ignore, but hasn't really been around long enough to be socially established and accepted.
Peer/Rival/etc talents would then provide their bonus/penalties to Influence tests, and probably less often to PF tests.
Successful endeavors would grant both Profit Factor and Influence, and usually more PF than Influence, unless perhaps you were doing something at the behest of someone else or did something that provided someone who wasn't contracting you a significant benefit.
IE, rescuing pilgrims isn't going to directly net you much PF, but it'll help get you Influence. Finding an important ship or relic is likely to be a moderate PF reward, but a larger Influence increase. Establishing a trade route is probably going to be more PF and less Influence.