I'm all for interiors, but I also agree the implementation must include gameplay loops. The big ones I can think of off the top of my head would be manual repairing of internals (and hull if we get EVA in conjunction with interiors), switching to different multi-crew seats for different tasks, as well as Holo-Me integration in your quarters. It also seems to me like a lot of the foundation for things to come is being laid with this initial Odyssey launch.
I know this has been brought up before, but what if you could manually repair some (or all) internals including powerplant, as well as the hull itself after a battle or landing on a planet? This way the AFMU could still be useful for combat, AX encounters, and long distance exploration, but you wouldn't absolutely need it, and could field repair some stuff rather than being stranded without a broken module if you chose not to equip one. It'd be your choice whether you sacrifice an internal slot for an AFMU, or attempt to repair it manually (which would be slower, but afford some benefits, like being able to repair the powerplant and base hull). As much as everyone (self included) hates the material grind, we could also put the common mats to use when repairing manually, so landing on a planet and scouring outcroppings for iron and nickel could provide an additional gameplay loop, combining exploration, SRV's, mat gathering, and interiors (with whatever repair mini-game we end up with) all together.
As for the Holo-Me, it's kind of bothered me that we see our character standing inside the ship when customizing, but we select it from a menu on the HUD side-panels. They could implement something ala GTA or RDR, where in your quarters there's a mirror/closet where you could switch what your character looks like and what base clothes they wear. Then before you leave your ship you can configure your loadout and spacesuit in the entryway where your guns/remlok suits are stored.
I also don't see any problem with leaving the Holo-Me, loadout configurator, and AFMU enabled in your menus either... that way we can choose how to play.
Do I want to physically go to my quarters to switch my character? Y/N - It's exactly how Odyssey has already implemented the mission boards in terminals vs on your ship. Only difference is we can barter with NPC's on certain missions, thus giving us a reason to get out of the seat.
What about repairing my ship? Lazy and want to use AFMU? Entirely up to me to decide whether I have one equipped, or would rather go mat gathering and do it myself and equip an extra cargo rack instead.
Want to get up and repair my powerplant, or EVA to fix hull damage, or just pop into a nearby station and pay for someone else to do it? I have that choice too.
Another point of contention is the dreaded "no one wants to run through the entire length of the Cutter while it's getting shot at..." - So why don't we have a menu at the entrance door so we can choose where it loads us in our ships?
1. Entry-way
2. Bridge
3. Engineering
4. SRV Bay (pops you into the SRV and deploys it)
5. Quarters, etc. etc.
This is menu system is already implemented at a basic level with the Elevators in Odyssey, and is good enough for me in terms of immersion.
This post got way longer than I initially intended, but my point is that a lot of the issues or problems people seem to have with interiors don't seem like major barriers to gameplay to me, and a decent amount of the base mechanics are already in the game in some capacity. Right now, Odyssey feels like an FPS slapped on to our "cockpit simulator," like when games used to tell you to "insert disc 2." Interiors with useful things to do would go a long way to bridge that gap into a cohesive experience. Biggest thing holding it back is dev time to model the interior of every ship, and integrating all the separate loops so it there's something to do inside, rather than just say 'oooh shiny,' and I completely understand the hesitation to commit to a big overhaul like that.
edit: words