For me, you've gotta meta-game that stuff. And by that, I mean "If you've tried all standard game mechanics and options, and haven't turned up a solution, there probably isn't one". If there's some "mystery mechanic" we haven't found (and historically, all FD's puzzles have been
very simple, there's just been, well, complicating factors unrelated to the puzzles themselves, but that'd really derail this thread)... then that mystery mechanic and whatever is hidden behind it may well not exist... which is a bit of a crux of
this post I've cross-posted a few times.
Many, many people have done all sorts of waveform analysis in the game trying to find things, and besides the obvious ones of the Link and the Probe (which aren't actually useful to solving anything anyway), they've never turned up anything that, true to Braben's previous statements, "couldn't be solved with a pencil and paper"
And if the solution to a puzzle is "
look for a black cat, in a dark room, where there is no black cat", then that's just poor game design, and I'd rather that particular "big discovery" go undiscovered, until FD realises the wrapping mechanics are poor. From FD's perspective, the longer something goes undiscovered, the longer it remains as wasted dev time. A little part of me wonders if FD some romantic idea that all the stories people have from FFE's handcoded content were from people genuinely discovering the whole chain leading to Thargoids, rather than relying on the rev-eng'ed code, and thought "yeah, let's do that again!"
For example, a critical design flaw of pre-FSS planetary surface discoveries such as Barnacles, Guardian Structures, Thargoid Structures and Tipoffs, was the mechanics for discovering things. When you first take a couple missions to a planet's surface, or just do some flying around for "the lols"... you quickly find out that things of-interest appear as "blue circles" on your radar. Takehome from that is;
if you see a blue circle, there's something interesting there.
So pre-FSS, how did you find these things?
Ignore that mechanic, and just randomly search around planets. That's counter-intuitive and poor design. Now, we have the FSS (which goes in the other extreme direction) and allows us to pinpoint everything on the surface. Which of course, leads us to Merope 5c... the landable planet the thargoid probe points to. For a long time, people thought there must be something we can find there... why else would it point there? But of course, now the question could be "Maybe it doesn't come up on the FSS! It's unknown after all!"... of course... but it still runs contrary to the game mechanics and isn't sane, and would continue to be poor game design.
Another great (reverse) example of this problem in action is the Codex. In this case, it's a defined mechanic that is 99% of the time completely unreliable and should be ignored as a source of "how to find cool things". So let's go find
Lagrange Storm Clouds. Where do we find these awesome things? According to the codex... "Any Nebula". Where do we find
Standard Lagrange Clouds? According to the codex... "Any nebul---oh". Sure enough, an amazing amount of things can be found in "Any nebula" according to the codex, and yet 99% of things you won't find in "Any Nebula", rather you'll find them in a
single nebula in a
single sector due, which renders the codex utterly useless for it's function. So yeah, there's some
mystery mechanics not represented anywhere in the game that makes these things have a much more narrow search criteria than the codex suggests, and that makes it terrible game design.
So yeah, balance of probabilities, unless there's something to suggest otherwise, there's probably nothing to find here. But hey, fill your boots, and if you think you're onto something, then blaze that trail. As long as you're having fun!