The challenge, the way I see it, is to distribute a minimal amount of different resources across a set of resource categories each having their unique properties. The gameplay would be to find a balance which would lead to the most profit for the least amount of effort. Like any or most RTS games.
Bananas for example. This resource would expire eventually. The sooner you deliver them, the more profitable they are. If you don't load enough food for the crew, they will canibalize on the bananas, leaving less bananas to be sold on the market. It wouldn't make sense to add apples or oranges as a resource as well if they behave exactly the same as bananas. You might as well call them mixed fruits then.
So I think your question needs to be redfined: What categories of resources would a hypothetical Orbiter
angerous need?
If soil is jettisoned along the way if you miscalculated the required delta-v budget, you will incur a relative big increase in the remaining delta-v because of it's high mass. Soil would be cheap limiting these costs. You can jettison a cargo bay full of expensive artwork pieces as well, but that would lead to bankruptcy. Both soil and artwork can't be eaten. The price of propellant would need to allow for bananas to be exported at a quicker than minimal delta-v solution.