FDev is not good in game design at first attempt. For example, PP 1.0 was an exhaustive paper delivery and Colonization is a space trucker simulator for pilots, despite of 'architector' title. Yes, PP 2.0 is a great change, that made gameplay much more diverse. I hope, Colonization 2.0 will be the same kind of change - will involve all kind of ED activities (missions, mining, bouty hunting, hauling, exploration, ground combat, sabotage, repair missions, etc).
Please, make Vanguards addon to be good from version 1.0 !
What forces people (and others species) to group (into guilds, clans, teams)? Not only because they become stronger together (antelopes gather in herds to become stronger). But mainly because working efficiency increases several times! And it increases because of professionalism and specialization. Programmer is much more productive in programming, and accountant is more productive in accounting and doctors have high productivity in medicine. Specialization and specialized tools makes labour productivity many times higher compared to working alone/solo. And there is a major drawback with team work - the results of the work must be shared among the group members. Preferably - fairly - and it's the harderst part of the teamwork.
Alternatively, people may work alone, but exchange their labour result using market, i.e. buy resources and sell results of their work. This also allows productivity increase using specialization and specialized tools. But this approach also has a flaw in case of speculators and monopoly presence on the market.
So. To make squadrons/vanguards successful, to make pilots be interested in uniting for goal achievments - the ED Vanguards must be designed to
a) make most profitable achievements dependant on simultaneous and directed activity
b) let team chief/members to share results of the work in accordance with their contribution
с) alternatively pilots may play solo, and cooperate using trading (buy resources and sell results)
d) current alignment to minor factions of different types may affect group decision making mechanism (i.e. different mechaninsm for communist, distatorship, cooperative, corporate, etc alignment).
e) there should be a way to split squadron into pieces (rebellion caused by non-fair actions of vanguard chiefs) or unite several squadrons into one, and teams may change their cooperation type (dictatorship, cooperative, etc).
For example, how Colonization 2.0 may looks like according to these principles.
After gaining CC, to colonize a system, pilot has to scan system and planets, with surface scan also (exploring), collect exobiology data if present. Then agree colonization plan (message delivery), place colonization beacon, mine some ore (mining) and deliver required materials (hauling), rise security level and protect convoys (bounty hunting), carry inspectors to control installation building progress and quality (passengers), protect ground facilities from maradeurs and repair broken settlments (odyssey missions). The higher security level - the faster will be materials delivery and installation construction speed. The more ore will be mined - the less hauling pilots will need, in time provided inspection will minimize amount of required materials, and so on. Colonizing a system by a group of pilots will make it significantly faster and cheaper (several times!), because executing different types of activities will have a multiplier effect.
And after the system was colonized and will start to make a profit - the squadron/team leader shell share income between team members (or take it all for yourself).