What you are asking for makes no sense though, it would almost certainly require far more work and effort on the part of FD to do what you would like to do and there would be almost ZERO functional difference. It would not require a Panther Clipper or larger to do what I am really proposing - an Anaconda has sufficient module space to support ship-board modules for appropriate self-repair without too much hassle. As for repairing other ships and/or switching to other ships I think that is something better left well alone.
If FD want to allow us to repair our power plants and/or hull in the field, it will almost certainly be restricted to situations where we are landed (by whatever means). However, I suspect it will never happen either way for the balancing reasons I have previously stated.
As a side thought, adding a Power Reserve (backup battery) module to our ships would potentially allow us to use the existing AFMU mechanic to repair the power plant to at least some level. Repairing the hull probably should be reserved for landed situations (perhaps even restricted to permanent outposts/stations/bases with appropriate facilities).
Except there would be a functional difference, as I've already stated previously, the base could serve as a tool for explorers to research their findings using the tools it has to offer, you can literally create any reason for putting down a base, in the same way you create any reason for doing anything in this game, Mining for instance is worthless, you don't do anything with the materials but sell them. I don't get it, I'm sorry you want restrictions in the largest game world ever to exist. It's ridiculous. "Landing and reparing hull should be limited to permanent outposts and bases with appropriate facilities?" What? why? who does this affect if I can land and set up shop somewhere and repair my ship?
"If FD want to allow us to repair our power plants/or hull in the field, it will almost certainly be restricted to situations where we are landed" Did you not see the 2.4 info at lave con? Hull repair limpets confirmed.
I've already posted an instance of FD talking about player owned structures in 2014, I've quoted statements from the developers on QA's and you are making statements that contradict what they've even said or looked at.
I don't really understand why any of you would want to land on a planet and sit there and just stare at scenery. I thought people wanted to find things on these worlds, research them, set up a small base, it's practically the dream of most explorers. I went through a thread already where people are unhappy with the beige planets, and are complaining that F-dev only listens to combat. The whole point of landing on worlds is to do stuff on them, if I can't do anything on these worlds except for drive around and scoop things, that's extremely shallow. If that's all the explorers of this game want, it's a wonder why FDev focuses on combat. Thankfully there are others here who see the value of deployable structures.