Let's actually get it confirmed, but what gameplay would you have that would make you want to walk around your ship after the first time?
If all we have to do is walk around our ship then there's no point anyway so the game play needs to extend to any ship or installation. In that case...
1) exit ship to wander about a settlement to find contacts for jobs and missions, including in bars, warehouses, transport hubs (passengers) shop fronts for a syndicate, faction headquarters, arboretum domes and even other ships (so wander the dock to see if there are npc ships that are open to visitors). All existing functions accessed by Station menus can be accessed this way but this is the only way to access the new on foot content (whatever that might be)
2) missions to liberate slaves/piracy/other types of mission extend to boarding the target ship. Once you've confirmed the target ship, get close enough to launch the breach limpet to board the ship (forces the drives to shut down until the limpet is destroyed - which the defending npc must do on foot by reaching the breach point and killing or spacing any aggressors). As an aggressor, your ship is tethered (crew can continue to operate the ship if supported, to defend it) and won't move for the duration of the attack. Destroying the limpet will "space" any aggressors. Alternatively, opening other air lock locations near to aggressors will space them if you can force them (maglock works but certain attacks can force a knock back effect). Additional crew can be used to defend or attack during these sequences. Possible to access the relevant target node (ie cargo hold for piracy, other locations for other targets, like data acquisition etc) without combat using stealth (not magic stealth, just evasion).
3) boarding abandoned ships (in space or crashed) to salvage goods or mats. Possibility of attack, weird stuff, pirates arriving, ambush, police arrival etc etc
4) raiding party on larger ships like capital ships. Defending your capital ship by docking and disembarking. Attacking party goal can differ but ultimately breaching the power core to destroy the ship being the main one (2 minutes to escape!)
5) opposite of breach limpets is tether gangway, all ships get it and can consent to connecting with friendly ships. Boarding another ship to initiate a mission with the captain/npc. Or as part of a mission to meet and trade, gain information etc. Can occasionally turn bad depending on your actions or theirs.
6) smuggling contracts send you to meet a contact in space (same scenario as above) or on a planet or installation somewhere. Enter ship to exchange cargo (low rep? You might get robbed, stay armed). Black Market becomes a bit more physical. Literally sell stuff off the back of your ship. Cops might turn up. Guns time...
I could go on. Whether we'll ever get anything like that is unknown but I think EDO is the foundation for it.