I watched this so you don't have to...
Source: https://www.youtube.com/watch?v=pgNjcYRqLgY
3m50s - The new ai planetary navmesh
They will need larger and smaller nav meshes for various animal sizes. And different 'extra tech' for vehicles.
7m56s - Can the planetary navmesh be reused to navigate ship insides once you have cargo boxes and other stuff lying around?
They're still working on linking up all the possible physics grid transitions etc. He says NPCs should be able to navigate around moveable objects like boxes, but players could definitely mess with them on that front.
9m55s - Can you go into detail about what your doing to help the FPS AI be less bad for 3.17.2?
Player & AI networking changes: 6-8months of work by one dev (Daniel Wilson). Before v dependent on server frame rate and latency. Now decoupled it. Breaks down into: Interpolation (smoothing out the data from server) & 'exterpolation' [think he means extrapolation] (makes up the info in case don't get a server update in that timeframe). Less desync, deals better with lower server frame rates, better looking 'remote movement'. Still tweaking as live servers are more heavily loaded vs evo.
Having some issues with PES changes. Right now server frame rates running under a load which AI do not play well with. Bad behaviour updates etc. Lots of the NPC behaviours have been rebuilt for SQ42, and once they're in a good state will be moved over to the PU. Some other changes have caused greater server throttling [cause unclear here]. Multiple causes of issues.
14:06 [AI Dropships] Why use the Cutlass Black and not something like the Cutlass Steel?
14:54 Will the AI Dropships be able to transport players?
Says in future they'll change ship depending on NPC's activity (Reinforcement, package delivery, etc). And could in theory follow players. No plans currently beyond: QT in > reinforce > QT out.
17:43 In this patch, will AI be able to walk off ships after AI ships land?
They should. If they don't it's a bug. [SPOILER: They mainly couldn't]
18:12 Will there be any additional quanta instances for more commodities in 3.17.2?
Not right now. Main goal was to just test that out. [Mentions the new
Game Horizon partnership]
18:58 When the player can do a single mission solo that rewards 50k or 100k or 200k auec, has cig considered making other jobs like Hauling cargo and mining more profitable so putting the time into them rewards more than doing almost no risk shooting/missiling npc npcs with a free white undersuit?
Thinks of them as 'squashed' missions. IE they should be happening over various solar systems, and so pay more.
21:26 With salvage right around the corner, was any thought being given to whether these new derelict pois will be salvagable?
You should be able to salvage, and possibly even 'munch', the 'newer' ones, IE not the atrophied old wrecks.
25:18 Are there any teams besides Turbulent working on the PU or is everyone else working on SQ42?
We have three different feature teams that are PU specific so USPU, MFT, and EUPU.(Cargo, missions, hull scraping, Siego of Orison etc). Then three EU content teams, and 1 or 2 content teams in Montreal. (Derelicts, POI etc). A lot of the EU teams have been focusing on Pyro, and the underground facilities. Montreal on derelicts / interiors / sneaking in the Snake Pit etc.
27:16 Please for the love of god, shift click for moving items right to left inventory
It's WIP. That team is focusing on S42. We want to, including stackables. That person in particular is tied up with S42.
30:22 Is there anything more you can tell us about the artifacts that people have found in this patch? Archeology gameplay coming soon?
Just about selling the 'age' of the location. Equivalent of finding old roman coin. [Lando says its up to people to put value on them. Although they want to have pristine vs worn ones]
32:27 Are we still going to see elevators assassinating people in 17.2?
Maybe. Will depend on server frame rate.
33:14 What determines the frequency of the new Combat Service Beacons missions? (Quantum AI, Virtual AI, Probability Volume Encounter)
It's Quantum. Choses location and threat level. [
NB player complaints about dysfunction 
]
35:36 There's more and more notifications to dismiss with each update, they're almost constant now, will we ever be able to filter out some of them?
Wants them to be filterable. When they update the system and the HUD...
36:13 Can we expect to see planet NavMesh in areas other than the new settlements/dropships at this stage? Such as bunker external guards?
Hope to 'go wide with it' later.
39:30 Will night vision ever be a future feature?
"Tony and I've talked about it for discoveries, being able to look at different aspects of the EM spectrum, you know, whether it be X-ray or or IR, so or in this case night vision, this to me is just a different you know vision mode."
41:20 With the long road to 3.18 how much support is being dedicated to the maintenance of 3.17.2 after its release? Is there a small team to hot fix issues as they come up or all hands on deck for the push to 3.18?
Most of the teams are already on their 3.18 / "Q3" goals.
44:37 Plenty of players are being unintentionally harmed by collisions with each-other during on-foot gameplay. Running into a friendly AI may give one CrimeStat and ruin playsession.
Again, when server performance is too low, desync happens. Can't just turn off collision damage. They are looking into stopping the crime stat happening for now though.
51:38 Does the mesh get generated before the player arrives or when the player arrives?
When they arrive. Have seen issues with some 'long distance' sites [?] where they're not being generated.
52:30 What is the Banu Cube for? What does it do?
They'll make sure there's a gameplay purpose for it eventually...
53:24 What if anything can CIG do about combat logging?
[Lando explains what combat logging is to Papy...]
Thinks they'll use a 5-15min timer which prohibits log out once PvP initiated. Want to work on it soon.