The problem with all this discution is that people are speaking of several different things, and conflating every single of them into one big mess.
- Scale. Which means time. Longer FSD range lowers the scale. I think the scale would be A-OK even 100 lyr FSD's.
- Difficulty, Risk and challenge. Quite some people here conflate something taking a long time with something difficult. It's not.
- Galaxy flatness - lack of terrain. Before long ranges FSD, the galaxy had some amount of terrain in the sparse regions between the arms. This is negated by the long range FSD. In effect, long range FSD flatten the galaxy.
Now, let's examine the issues :
1) The core loop of navigation is boring. scoop, aim, press J, repeat. Zero skill required here. Also, no danger, 'bangs' or nasty surprises beyond close contact binaries (very rare).
I think that this simple loop is good. It's boring, repetitive and snoozy. Exactly what you need to sucker punch someone with a nasty solar flare, a BH accretion disk or a 10^10 Tesla magnetar field.
Which is to say : add stellar dangers to exploration. Also, make jumping to systems a risky affair :
- unknown systems => high risk
- systems discovered by someone, but unknown to player => medium risk
- systems discovered by someone, and known to player => low risk
- systems with a (uncompromised) nav beacon => zero risks
- systems with a compromised nav beacon => high risk of ending with a FSD faceplant into an ambush.
How to introduce levels of risks ? Easy :
- Add stellar dangers. Most of them : closer to the star is worse.
- Introduce uncertainty in exit from hyperspace : the less information you have (see above), the more risk of a misscalculation leading you to exit really close to the object, or faceplanting it.
- Multiply uncertainty by jump distance : The longer the jump, the higher the uncertainty gets. 200 lyr Neutron boosted jump to an unknown neutron system ? Are you serious ? XD that what we need ^^
- Allow players to carry an nav beacon assembly bay, and lay down those to open routes. Make them craftable.
2) Time was used as an ersatz for actualy challenging/skill based navigation/exploration gameplay.
Well, if you make jumping into the unknown a risky affair, avoiding danger will take time
and skill. With the above mechanics, high jump range would allow you to go : slow and low risk, or fast and furious (and pile on the risks).
3) The only notable features of the galaxy was provided by sparse regions now rather trivial to cross. IMO that is a bit lacking and there should be range-proof difficult features to navigate in the galaxy.
That's quite harder to fix. But : What if witchspace was not a uniform quiet sea, but had features such as calm ponds, rivers, maelstroms and raging storms ?