Frankly, how dare you!
You are the one promoting over simplistic ideas which you've not fleshed out as viable gameplay. Consider your very first suggestion for example, "Fix something after a fight inside the ship or outside."

Easy... OK ))
"Simple" does not equal "bad". Really.
If you need more description - your ship is damaged after a fight, canopy breached, 2 minutes left, no time to reach nearest starport with "Repair services". So you can play, as you call it, a mini-game and try to fix ship's canopy (with spare parts or something you have in your cargo, maybe new commodity item for ship repairs)
Simple, but could be interesting for many players. Immersion++
But of course, you could do the same without leaving pilot's seat, even more simple mini-game. But minus immersion, and a lot less interesting.
I pointed out, quite validly IMHO, there needs to be more to such an idea to merit first person in ED (ie: you walk up to a unit and do?), and in doing so your response is not to elaborate on the idea, to flesh it out, and actually describe a viable interesting piece of gameplay, but instead you end up throwing a bunch of insults and rhetoric at me? Worse still it seems to be me trying to even flesh out your ideas for you to show you this issue!
Oh, ok, I didn't think that assuming "empty" and "to do what?" is fleshing out an idea. OK, thank you. To be continued after next quote:
If you even consider your longest suggestion of why you'd wander around a station, "NPC doing their things, walking down the corridors/streets, transporting cargo, drinking/talking at bars, explorers quarters, military quarters, patrols chasing/catching someone, looking for a player to give a mission, looking for a ship to leave stations, etc and many more..."
As lovely as that sounds, what does it actually bring to the game. You've just described ambient mechanics in a game that will require a huge amount of development work; The AI, the artwork, the audio/voices, etc etc... And out of that, you've not really added a single element of additional gameplay to merit it all?
I think ambient mechanics are very important - helps with "station feels alive". If you don't think so, OK.
Ambient mechanic can add gameplay, for example:
drinking/talking at bars - player can hear some interesting info about something going on in another system. It could lead to a mission (when arrived), or to better profits from trading/bounty hunting. And it could be the only way player can obtain some of this info.
drinking/talking at bars - yes! mini-games! Drink more than someone else, based on "random + player's elite ranks". Or some board game, gambling.
transporting cargo - can distract him and steal cargo. Or could be used in missions, like "retrieve me something from that shipment, before it will be stored."
explorers quarters - can see current expeditions. Miners can come and search database for interesting metals and belts, search with "custom query" or search where stations need specific metals...
patrols chasing/catching someone - player can help NPC, and it could lead to a mission.
looking for a player to give a mission, looking for a ship to leave stations - pretty obvious... mission givers, passenger missions, deliver package "from hand to hand" avoiding station patrols.
salvage from old ship/station ruins - mini-game, ok, though I don't think it is. Retrieved objects could start a mission, not just delivery, but also chain of missions for explorers.
help/fix something at outposts (inside/outside) - similar to ship repairs, but with bigger distances, on the outside, with magnetic boots, watching ships docking and undocking...
Not so "ambient only"? Hah
Silly - maybe, not always about spaceships - true, but still could be fun for somebody, increase immersion, and make galaxy more alive. I think FD have much better ideas than me in 5 minutes. And if dive into Planetary landings... too long to post...
As that suggestion stands I suspect people would get tired/bored of it within an hour or two? Why keep wandering around a station to simply see NPCs doing their things?
You know, many players enjoy trading - I got bored very quickly. Many players (including myself) enjoy exploration - why they do that when many others claim it is all the same and empty? Hmmm...
Walking in ships/stations in general and few ideas I've described - will give more ways to interact with the ingame world, will help with immersion and increase gameplay diversity for many players.
So, as for suggesting I have, "No ideas, no solutions, only criticism," have you considered how much effort I've gone to in making suggestions for the game (be they critical or not)? Look through my signature for example... No ideas? No Solutions? Really?
Maybe you have some nice ideas for a game. And it is good (no sarcasm). But in current discussion - yes, no ideas, no solutions, most of posts is about assuming it would be "empty" and wondering "for what?" with a lack of constructive input. Sorry...
Yes, I'm annoyed if it's not clear!
Please don't be. It would be better if you post something you would like to see in "Walking in ships/stations & Planetary landings" to make it more important for overall gameplay.
I sincerely hope you're right.
But I'm fairly certain adding more depth to the core game (missions, occupations, space content & exploration content) would give more bang-for-buck as regards increased gameplay vs development time, than adding "first person" to go and watch "NPC doing their things".
You still don't want to see that improvements in the core game and expansion could be done at the same time. And that expansion could bring improvements to the core game. OK.