Well, the current system is good. It perhaps needs a bit more flexiblity or - so to speak - control in the players hands. But not removal or dumbing down ...
1) Regarding remap pointsIntroduce something like "Pilot's remap {something}" (or whatever the name). The only source are players - add BPOs, skillbook that enables its production (perhaps only in POSes) and consumption (with some sensible prerequisite skills).
Choose sensible materials (lots to choose from - rocks, gas, ice, planets, moons, drops) and settle the cost at some sensible value (say, 100m ? perhaps more ? something not utterly trivial, but still mattering).
Put it in booster group, consuming it enables the player for the following 15 minutes to freely play with its attributes. Last setup becomes permanent after the timeout, obviously.
After adding the above, get rid of all timed / bonus remap points. It's not like new players need to touch attributes for "baby" skilling up, and for most level 3s/4s (and rank1 5s) it's meaningless to do so. When they grow up and learn the game more, then they can focus on planning and remapping.
2) ImplantsIntroduce normal BPOs for
only standard (+1 to +5, perhaps up to +7) implants with obvious stuff (skillbook(s) prerequisite) without going into too big complexities (except +5 and better ones). This will drive the prices down and patch the "risk aversion" factor to be more in common with losing T1/T2 junk than expensive faction bling.
This opens other (future) options as well - giving players ability to produce implants with other/bonus effects from all slots.
3) Other stuffCerebral Accelerators - these could be moved to invention and more complex production. From standard BPOs (see #2 above) to appropriate grade of cerebral accelerator (of only
that particular attribute), then lift "newbies" only limitation. It's guaranteed hit and can be sensibly balanced.
Edit 1:
Possible cons to boosters:
https://forums.eveonline.com/default.aspx?g=posts&m=5484047#post5484047
This keeps existing system in place, makes it fare more flexible, and cost/complexity/difficulty can be banally balanced at will by CCP as all of it becomes stuff produced by players. At the same time real new players don't have to worry about it in the beginning.