The problem you're raising is chiefly with the concept of holding rather than an Aspect that excels with them.
I'd be inclined to say with the miracle of modern communications your holding will still likely be of immediate use anywhere in the system, so there's certainly some campaign types where it'll thrive. But I think another way to make them of use even on star-hopping campaigns is to focus on the kinds of money and resources they continuously make available to you off camera. If you're not tapping it directly, they could still be feeding you cash and even reputation from afar.
That's more the benefit of being an established landholder, not a frontiersman/settler who's looking to carve that holding out.
As waves of colonization continue to push outward into the fringes of explored space, the need for hardy settlers to tame new worlds has never been greater. Willing to leave the comforts of established worlds behind and hew a new future from the untamed wilderness, pioneers of all backgrounds share a bond of sweat and spirit.
There's less of that in the actual talent than I'd like. Give them some sort of bonus interest, and maybe something that lets them operate better in a group?
I'll tweak it a little, as the concern of over committing to a single thing is fair, but if holdings aren't worth having, it's holdings where the fix needs to occur .
You said it yourself that a ship was trivial compared to a set of ancestral armour because without the ship the game just wouldn't happen so there's always going to be one available but not so much with the armour.
It's just the nature of a group game.