Warning: Spoilers to any who haven't visited the shiny red blinky thing in Veil Proxima.
As it stands now, there is no incentive to actually play out the entirety of the mission while the anomaly is active. Whenever it is live, if you are joining a public group, the vast majority of players do the following:
Rush to the point, ignoring all objectives and fighters
Tuck the ship in the "bones" of the anomoly to avoid drawing ship aggro OR scoot the ship far away from the spawn point to avoid aggroing fighters, and archwing-fly to the outpost
Clear out the sentient outpost
If anything good dropped, they finish the mission. If nothing good dropped, they ABORT the mission and run it again
This is really unpleasant gameplay. Anything that encourages force-quitting to optimize the farm is awful. This also means anyone who wishes to not do this "meta" method is stuck between either running it solo, attempting to find a group of people who are okay with slugging it out through the whole mission, or accepting that if they allow pugs aboard their ship, they will all force quit right after the outpost is done.
There have been a few different ideas bounced around to "fix" this, and I think there can be a happy medium found for casuals and farmers.
1) Change the outpost rare drops into unidentified drops. This would require a lot of fiddling with how the outpost works now, but this seems like a really great way to encourage actual mission completion. This could be implemented so that instead of rare random containers you break open, players seek out resource caches. Have 3 per outpost, with unidentified drops, and make the rare parts (shedu, ephemera, etc) part of that table.
2) Change the anomaly to not be on a timer. While this would not remove spamming as the "farming meta", it would perhaps lessen the crazed rush players have that encourage this rush/abort method.
3) Change the rare items (shedu parts, ephemera, etc) to be bought with currency, a currency dropped exclusively by the sentient mobs on the outpost, thus requiring players to finish the mission to obtain the currency - while also still rewarding players who are skilled enough to speed clear the zone.
4) Change the anomaly to operate similar to an Arbitration mission, in that you only get one shot at it per spawn and if you fail the mission, you have to wait for it to respawn again.
Personally I'm a big fan of 1 or 3, but anything is better than the current setup.