Weapon that does ONLY module damage (zero hull damage)
Weapon that does ONLY module damage (zero hull damage) through shields, with less effectiveness than the above.
Module that allows you to stop a ship which has had it's thrusters shot out.
Limpet racks (as proposed during beta discussion about megaship interactions) - allowing you to place several different controlers into one internal slot.
Advanced signal scanner - Allow revaling all signal sources within a large radius around your ship (preferably the entire system) - I am aware this would require a massive overhaul of the entire super cruise mechanic!)
EMP - Generates massive heat to use, but shuts downs ships systems temporarily within large radius (similar to Thargoid shutdown pulse)
Seeker missiles, which can also be used as dumbfires if no target is selected when the fire button is pressed.
Exploration Limpet - Fired in super cruise towards a planet you wish to detailed surface scan - Performs the scan from long range.
MB4 Mining machine - Left on a planet surface, automatically mines resources such as materials, and mineral chunks. Collectable upon return. Requires refinery to refine mineral chunks (like mining in asteroid belts)
Tracking limpets - Once attached to a ship, show their location on the galmap/system map.
Improved wake scanner (just re-jigging the code for the current one...) - Upon use on a high wake, will keep the instance they jump into open (essentially, ad your ship to the instance ownership), even if they drop to normal space, for several minues - This would allow you to follow them into a new system, and find their low wake (or high wake) and continue to follow them. Sometimes the current implementation fails here. It should also set instancing priority to 100% with this instance.