Might have been better for a short Beta game to keep demand and fuel prices stable while we players work out what does or doesn't work.
So far I've decided that I can still play the normal games by largely ignoring cargo as it will take care of itself, and Pax pay better so getting that right will be what makes a strong airline.
I haven't done any research like Sami has, but the cargo revenue seems very low when we know cargo only aircraft, even airlines, operate profitably on Charter and Scheduled runs, but we don't have the more profitable 'palleted' cargo's that are the cost effective cargo for those bulk carriers. There are also real world issues of 'Contracts' and 'Penalty Clauses' for non-delivery of the service, what ever the cause is. Perhaps some aspects of real world are not worth modelling or playing.
Generally 'Cargo' will fill a gap in the realism of the game but it's not going to be a major factor in profits, though it will be a part of the management. it will be interesting to see how this exercise affects Sami's final pricing structures etc. It is playing well so far, but isn't a major factor in game play as is.