That joystick seems pretty cool. I see the throttle control. Does it have thruster control? Can you do pitch, roll, AND yaw from the joystick? I couldn't tell from the pictures... You don't use yaw much in combat (as it's slow...pitch and roll are much higher), but I use yaw a lot for final aiming in combat, final steering in supercruise, and alignment while docking.
To enjoy the game, you have to get out of the starting system.
If you are going to bounty hunt, get yourself a kill-warrant scanner. This will drastically increase your bounty hunting cash. When you do a normal target scan, the "wanted" and bounty $$ is for the local system only. When you have a kill-warrant scanner, you get the bounties for other systems too.
Until you get good a combat, some general rules for bounty hunting are:
1. Don't engage a ship that is more than 2 classes above your current ship (i.e. next higher credit purchases). The higher class ships will have tougher shields, armor, and weapons. If you aren't good at combat, they will wipe the floor with you.
2. Don't engage a ship that has a combat rating more than 2 steps above yours. The higher combat rating means that they have more cash to spend on weapon, armor, and shield upgrades. If you are not good at combat, they will wipe the floor with you.
3. The best place to start bounty hunting is at a star's "Navigation Beacon" (you can see it in the system list only when in supercruise). The spawn rate is slower, and there is a decent amount of police out there. If you get into trouble, head towards the police and they will help out in killing the target. As long as you have done some hull damage to the target, you will still get the bounty credit even if you don't do the kill.
If you are going to trade, check out the various "rare trading" loops. There are a couple of 3 and 5 stop loops where you cycle around. They net a decent amount of credits, and aren't as mind numbing as going between 2 systems. This is a good approach until you get enough credits to get a T-7 trader with an A-rated frame-shift drive.
The upside of a T-7 is that it has a good amount of cargo space and a decent jump range. The down side is that it steers like a brick (you can't out pitch anything your size), has a glass jaw (weak-ish shields and hull), and is a "large" size ship hull (meaning you can't dock at outpost size space stations.)
Once you get a T-7 with an A-rated FSD, check out the "71 stop rare trading loop". This will send you on a wonderful (and pretty) journey around the galaxy. The trip is separated into 5 legs. You can make it through each leg in about 3 to 4 hours. One trip around the 71 stop loop will net you about 8 to 10 million credits profit. If you plan your trip right, you can run regular cargo between various stops while you hold onto the rares to sell at the specific stops. On a T-7, these regular cargo will net you 50K to 150K...so if you plan it right, you get another 5 to 7 million of profit around the 71 stop loop. 13 to 17 million credits in 25 hours is not the best earning rate...but it's relatively low risk...and you start to understand the mechanics of the game more.
It's a cool trip as you get to see a lot of the galaxy.
A good trading ship will have no weapons (can't fight anything in them anyway...saves on weight = higher jump range), max shields + shield boosters in the utility slots (as defensive as possible), and decent thrusters to boost out. When outfitting a trader (or explorer), the "D-Rated" components are always the lightest. So, to save more weight on the trader, get D-Rated life support, scanners, power distributor, power plant, and thrusters as a starting point. In my opinion, it's worth working up to the A-rated shields...it's just that much more pounding you can take...and an extra 5 seconds can sometimes be all you need. For a trader, you upgrade the power plant as necessary to power your shields and FSD.
When running the trader, always keep 4 "pips" in shields...having 4 pips in shields increasing your tanking capability by over 2x compared to 0 pips in shields. When I have to run, I put 4 pips in shields and 2 in engines...and boost while I can until the FSD kicks in.
If you plan on fuel scooping, you will need an A-Rated power plant as you will overheat while trying to scoop from the star. (I didn't fuel scoop when doing the rare trading loop)...just plan your journey to make sure you don't run out of fuel before you reach your destination...usually 7 to 8 jumps max on a full tank. Don't do the "economical" jump rout plan...this will turn a 14 jump journey into 30+ jumps...and those short jumps will take you into uncharted systems where an elite Anaconda will have you interdicted and dead before you can swallow a handful of peanuts! If you plan your stops accordingly, you can use these "gas station" stops as trade stops too.
If you get interdicted in a trader, you probably won't be able to escape in supercruise. So, submit to the interdiction (throttle to zero), and then hit your turbos and jump to the next system. By submitting, your FSD recycles in the normal time. If the interdiction forces you out, it takes much, much longer for the FSD to recycle...and if you are attached by a python or anaconda grade ship...you are toast.
Don't forget to buy yourself a docking computer! (I still sometimes heat my "head" on the docking port while exiting the station!)
Also, for trading, upgrade your discovery scanner. When you go into systems you have not been in before, just "honking" the scanner will provide extra cash. The difference between the scanners is how close you need to be to the solar bodies to find them. The best one (at 1.5 million credits) will see everything in the system. I made a 400 light year trip, and was able to cash in 350 K in cartographer credits just from "honking" the systems in route.
I switch between bounty hunting, trading, and running missions when I need cash. Currently, I working the engineers to upgrade stuff on my ships.