As I said, I'd prefer it if FDev came up with new modules to create new gameplay rather than just giving us new stuff to do the same thing with.
I'd far prefer it if they came up with a few more uses for
existing modules than adding yet another bunch of single-purpose modules which you either have on your ship or you can't do the thing.
But, again, the Thargoid War sounds your sort of thing if you like it that way:
- there's the new module to stop the Thargoids melting your ship with the caustic environments they generate
- there's the new module to let you get through the Titan's repulsor shield
- there's the new module to rescue prisoners from the Titan
- there's the new module to expose the Titan's core to damage
Four different new modules each for some gameplay or environment that wasn't previously in the game and didn't particularly have much similar to it either.
(Plus an actual use for the ECM module, which sure, was in the game earlier but no-one had found a reason to fit them)
So far as your specific suggestions ... it basically has all of them as gameplay mechanics
if it was a war being fought on multiple fronts,
It covered about 1200 star systems at its peak, each of which had its own independent progress bar, and varying strategic value to the war as a whole, split across eight major geographic areas. Still over 150 this week near the "end" of the war when it's (mostly) down to a single one of those areas.
with a need to steal stuff,
Stealing (back) captives from the Thargoids gives substantial progress to multiple systems at once
Sabotage of Spire sites is probably the most effective single action (i.e. 1 sabotage > 1 anything else) for reducing the Thargoid's ability to hold their Control systems, and it's not even close. (On a time-efficiency basis it's a bit more balanced with other things)
A major part of the defence of the Alert and Invasion systems; also can be used to accelerate the repair of recaptured systems. Evacuation of injured personnel in the other direction is also important.
By a mechanism which isn't entirely clear narratively, dismantling a Thargoid into samples with research limpets and returning those samples to an appropriate contact is one of the more effective ways to clear uninhabited Control systems of Thargoids. Certainly more so than shooting the Thargoid and going home would be.
More general search and rescue activities in Thargoid-affected systems do move the progress bar (there's probably more efficient ways to do it, but it's usable)
just blasting away at something until it goes boom.
That
also works and a lot of people seem to like it, but it's often not the most efficient way to defend/recapture a system - though there are quite a few new types of Thargoid combat encounter too for people who do want to shoot different things.