Haha, that would so funny in the field... "HELP I'm overburdened, can someone pretty please come out with an empty cargo disk while I trade 50 times with you to transfer my disk's contents" (that's of course assuming you can't just switch back immediately).
To quote myself "I'd still very much like it". I'm in no way personally against the idea, I was just trying to point out that it has come up before and while I don't recall a specific dev response, it hasn't been implemented yet so it might be fair to assume that they do not wish to do so (who knows, maybe they've changed their opinions on this topic?).
You're certainly right Mach, I did just that too, but I had silos to store such a large number of resources. As such, I think this suggestion would slightly benefit players without plots more than those with plots, primarily the new players; so again, I am all for it. I personally see no downsides to this suggestion being implemented
It's a bit off-topic but something I do recall being mentioned is a "risk vs reward" mentality. The risk in adventuring is of course the killing of mobs, however, there is very little risk in crafting. Any "risk" relating to mobs is typically rewarded with more motherlode nodes, but besides that, there really is none. So in order to include barriers/time-sync related to crafting, having to talk to a trainer to switch schools is an obvious option. And before we go down the path, this suggestion is really only appropriate for Crafting schools, I wouldn't personally support such a change to Adventure schools (flicking between DPS/Tank/Healer would be far too easy and seriously unbalance the game).