I believe they should implement a computer core module system in Odyssey where each ship has a separate set of slots where you can install computer chips that have various functions including flight assists. Every player would use them though as it could have additional features such as an FSD tuner that can fine tune the FSD and override safety protocols to increase jump range or fuel efficiency. Maybe a chip that can decrease your ships reboot time or improve the targeting sensors of hard points or add an additional experimental effect to them. There could be programmers you could visit to improve them as well.
Quite agree with this one here, there's so much potential for additional loadout options if they were to add in a "compute rack" module that is available both as a core internal as well as an optional internal for further compute expansion.
I don't think it should be used as a general stat-stick though, the removal of safety limits and optimisation of our modules is already covered by engineering.
Instead, I'd say it should be all about adding/modifying actual functionality to our ships. Several existing functions could quite easily be folded into our ship computer systems or heavily expanded upon, while others could be entirely new.
Parts of route plotting in the galactic map could be turned into compute scripts; ships without the appropriate stellar pathfinding algorithms installed will be limited to direct jumps rather than pathing the full distance, as well as some options like economic route plotting and filtering out certain star types could be locked behind software upgrades. For anyone involved in long-distance travel or exploration they would likely want to invest heavily in the compute scripts for their route plotter and the galaxy map.
Combat ships might choose to invest in turret algorithms, where the the lesser scripts would just allow the existing options (without them, turrets would be limited to just forward firing), but those who invest in their ships computers would gain the ability to resist chaff, for their regen lasers to target allies to support them and to use experimental turrets. They could even add in full smart turret customisation controls with the right script or scripts installed on your ship, allowing players to set appropriate engagement ranges for each of their turrets, set engagment options on a per-turret basis (players might want their heavier turrets to focus on their targets, while lighter turrets can just spam away to tag any targets in range). Some scanner-integration scripts could even allow turrets on "fire at will" to scan targets that they are aiming at (and advanced versions of said script also using KWSs and manifest scanners), reducing the need for players to manually scan each enemy ship.
Scanner scripts could be used to add in existing functionality such as being able to calculate ship integrity (both own and others, with appropriate use of the "structural mechanics simulation suite" and its advanced variant), as well as having scripts to calculate a target's shield integrity like we currently can while advanced versions of said script would also be able to do things like calculate resistances of said shield. Individual module subtargeting could also be moved into a compute script.
This all might seem excessive, but that partially comes down to ships likely having a massive potential range of compute performance as it would range from a starter Sidewinder with a basic class 1 compute rack, up to larger ships that might be using multiple class 5-8 compute racks with literally hundreds of times the potential. I could easily envisage ships having 30+ different software packages installed depending on their application, all of varying compute requirements.
The compute racks could also be used in missions, with data delivery missions requiring spare compute space rather than just being "free" on top of whatever cargo you are running, while exploration data could begin to fill up the unused space on our ship's computers.