I wouldn’t propose suddenly adding hostile aliens at this stage, but I do think it would have been more interesting had there been a potential risk form the start.
If you want to get to those far flung systems at the edge of the galaxy, you’d take the risk of having a stripped out build, maybe arrange with other players to join you on an expedition to provide some support…
I do like the idea of potential equipment failures. One of my favourite things in the-game-that-shall-not-be-named is fighting damaged malfunctioning thrusters.
Having to decide whether I should continue with a ship that’s pulling to the left due to that rough landing, or head back and get it fixed would really add to the game imo. I wouldn’t want people being outright stranded, but having to make the hard decision to return to base.
I'd try something different here.
Random malfunctions, in any game and in any form are kinda just annoying, as they can torpedo an activity before it even begins.
Rather, the risk appetite should be put in the hands of the player, instead of just random chance.
After a DSS of a body/atmospheric ring, there should be a chance for varying degrees of temporary anomalous signals/activity. They could vary from completely safe to substantially volatile and damaging, with environmental effects or other hazards damaging your systems if you aren't carefuly. But that would be made clear from the information about the signal (If FD ever get their act together about threat readouts on USS).
Safe ones could spawn everywhere, even the inhabited universe... low-risk ones in nearby uninhabited systems <500LY from an inhabited system bubble... medium-risk over 2000Ly away, high risk over 5,000Ly away and, rarely, dangerous over 10,000Ly away, with commensurately increasing rewards from <whatever you do in it>
Maybe safe ones are as simple as a stray LTD meteorite or two, which you can crack if you want. Low Risk, you need to
traverse the equivalent of a lagrange storm cloud to find <something>. Medium could be equivalent risk to going in to a damaged station. High Risk could have you getting
up close and personal with spicy bois like this. Dangerous would have you enter
an equivalent hazard site like the white dwarves/neutron stars provide.
Point of all these being when you drop out at the site, you aren't dumped in it straight up. You get time to assess as to whether you want to procede or not. And the rewards need to be commensurate. I can hear the people already saying "Why would you pick up LTDs and gimp your range?"... firstly, it's a shame the key to the Exploration trade is nothing but a stripped down, lightweight-everything fit. But secondly, Exploration should never have been simple "licking things to claim them as your own" like it is. But I digress. There's an uninhabited system one jump away from where I hang out in the bubble... it's been "explored", and now there's no reason to ever go in there again. That's pretty bad, and a total missed opportunity. But I digress... the rare "dangerous" style sites could perhaps feature a POI you need to scan for a couple hundred million in reward because nobody is so stupid as to try and collect that sort of data.. and the others offering a reasonable range in between. Alternately, the outcomes of these could give some other sort of data which can be traded for engineering/other services.... how about those Tier 2 NPCs... but now i'm just wishlisting.
Nothing in these should "jump-kill" you, rather, you should get time to carefully assess and risk manage... and let's face it. FCs remove a good deal of the risk of being in the black these days. That way, damage to your ship is of your own volition... and sure, a player can ignore these, but that's their call.