Unsure if you mean exclusively for Powerplay or not... coz personally I don't see any reason to do that, but not here to debate what PP should/should not be... but:
- Some real ground exploration like caves or abandoned cities?
Something something cobra engine can't do caves? I suspect FD might make these fixed POI, but would be better as procgen random spawns... which might cause some people consternation... but tl;dr yeah sure. Note: The current "caves" that are things like Thargoid Structures, are actually faked as they're actually entities sitting on otherwise flat terrain.
- Ground mining with cool ground vehicles
New ground vehicles are sorely needed, esp something with less weapons, more cargo capacity. Ground mining i'm a bit meh about but don't have any real valid objections
- Water exploration and water vehicles
But we need water worlds first... the implied tasks here are well beyond just adding this.
- Ship savaging via hand and ship tools
Yeah, some reasonable salvage options are also lacking significantly... but I suspect some of this is because Odyssey is an embarrasingly standalone DLC, so it's unlikely to happen
- Base building and factories where players can refine and create manufactured materials
I would despise base building purely as a means for getting engineering widgets.... though I'd just despise base building outright. There's no
- ...Did someone say ship interiors?
Ship interiors would add nothing. Unless you mean to include other things that ship interiors could enable, but I'd argue there is
so much more that can be eked out from the currently under-exploited game mechanics before we even think about adding a whole new system.
Just to summarise... the game
does not need new systems of play i.e base building, ship interiors, water exploration. What it does need is
better exploitation of the existing systems and mechanics. I've written too many times about how many of the games mechanics and systems of interaction are grossly under-exploited... scenarios... megaship/outpost interactions... horizons bases, even most Odyssey mechanics, they're all just
busy boards with no real significant outcomes or purpose attached to them, and that's a huge waste of dev time to under-exploit mechanics like that, only to be replicated entirely with no to minor mechanical differences (e.g all those bespoke AX utilities we got in the war that literally existed already, but for some reason the non-AX versions couldn't be used...)
Further, FD need to lean into the procedural to enable players to embark on long, dynamic adventures, rather than static things such as base-building... things that let us do the activities we enjoy while going out into the galaxy... not staying in/returning to one spot constantly. The more FD can do to keep people mobile and have reason to step outside their "regular system", the better.