I want to believe that they look at it as a platform expansion and finally start to work on fleshing out the placeholders... But who am I kidding.
In the old debates about legs vs atmospheres I've always said tht its better to add legs first, then they can keep tacking on new activities for the CMDR rather than the spaceship to do, and can keep us busy and happy with a relatively easy to code in stream of new content/activities while the majority of the development resources goes towards atmospheres/weather/flora/fauna. So in essence I also see legs from Odyssey as being an extension to the platform that gives the developers scope to build on.
To a lesser extent, the tenuous atmospheres from Odyssey could also be seen as a platform from which could be iteratively developed to build more complex environments:
- From the tenuous and still planets we have now to tenuous atmospheres but with wind + dust storms like mars has
- Cyclones / Huricanes / Dust Devils would need adding if they weren't already incorporated into the wind mechanics
- Apply the swirling dust/wind mechanics to ice worlds and you've got snow storms like Hoth from the empire strikes back
- The journey from that point to earth-likes is, however, far more complex, you'd need start to add a model for the water cycle to the engine
- puddle --> evaporation --> cloud --> precipitation --> puddle
- Fog - from evaporation or condensation could be rendered using the moody mists already in game
- fog mist can be seen at locations like guardian structures and some canyons like pomeche 2c
- clouds could now feature on semi-arid and icy worlds skies
- Apply the water cycle to certain planet types, but not to water on ELW's, the first liquids would be ones like methane and or ammonia.
- Why methane? Because that would then let you model Titan.
- Titan is the only other planet we know of with a "water cycle" like weather system
- Why ammonia? Because that opens up all those thousands of ammonia worlds that are already in game.
- Once a water cycle weather mechanic has been added to the game, it could also be used to make some planets from arid to semi arid
- featuring the odd little lake hear of there, but not full-on oceans and rivers as that much water would necessitate more biology
- the rain on semi-arid worlds would generally rapidly get absorbed into the porous rocks / sands
- raindrops could also be modelled as solid pellets to emulate/approximate hail
- The basic water cycle could be further developed to have snow added to the cycle in colder temperatures.
- With snow at the more extreme latitudes and or altitudes, even those baren ammonia or Titan-like worlds would be pretty, but very alien.
- With snow now in the repertoire, ice worlds could get another buff with new weather states
- calm winds gentle / heavy snow
- high windspeeds gentle / heavy snow approaching blizzard conditions
- Lightning, possibly borrowed from Lagrange clouds, could be added to stormy conditions in all environments types.
- A combination of Lightning + Clouds + Wind / Whirlwind mechanics could now model gas giant upper atmospheres.
- Lava worlds? Totally different kettle of fish and would need developed in isolation from other planet types outlined above
- Tidally locked planets would also need separate and special consideration
It's also got to be noted that Jurassic World Evolution and Zoo Planet both have weather & volumetric liquid mechanics in their development of the COBRA engine that could be leaned upon for weather / environments in Elite, and those games contributions could drastically reduce the duration of development of such weather and environmental systmems.
An iterative approach like the one l outlined above would get us towards ELW weather / climate, although this only maps the environment and weather systems of ever- increasingly complex environments, culminating in a toolset that could create a weather system, and environment for an earthlike world, however that plan above does nothing to develop the ocupants of those environments, the Flaura and fauna. The various lifeforms would be completely separate branch of development, and given how weak my biosciences are I'm not going to pontificate on the matter, other than to say it would need to be developed in parallel to weather, and as planets with certain atmospheric conditions were added to the game by the environment team, the lifeform developers could populate those environments with their plants and animals, and things inbetween like corals and tubeworms.
However, I've got to say, that with only Drive / Fly + Scan / Shoot / Scoop, all those environments would be boring, especially if it was say 9 months, and all we go was "look on top of your blue sky, we've added clouds, YAY Clouds! And maybe before years end, we might add rain drops!", but having legs gives the developer a whole new platform to plug in activities to keep us busy with while ecosystems and weather are developed.