That depends on how much you can do inside the ship, at this time, I don't see there being much to do inside the ship in Odyssey. But I reckon that being able to walk around the bridge and being able to trigger the transition from pilots seat to SRV/SLF/Walking on surface from a menu at the cockpit door would be kind of neat and add a reasonable amount of immersion for very little development, which is why I'm supporting it.
In much the same way that the VR campaign had a spectrum of desired outcomes from "remaining glued to pilots seat but able to do so under the new skies" to "Elite:Alyx with hand controls and full physics & kinematics", the Ships Interior campaign has a spectrum of "walking on bridge" to "fully modelled and interactive ship interiors with every compartment accessible and every module/panel being interactive with some gameplay associated with them". For VR I would have been relatively easily pleased as I only wanted, actually I still want, "VR headlook on foot" rather than "virtual cinema mode on foot", for ship interiors I'd be happy with "just being able to walk on the bridge". However, after thinking more about the bridge proposition, yes it would be cool, and slightly immersive, but not so much on smaller ships like eagle and courier, but very much so on larger ships like conda and cutter, there are a lot of panels/consoles, I think there is a catch 22 associated with those panels. On one hand if you do not make the panels interactive it might shatter the illusion of walking on the bridge, but if you were to insist they be animated, it would entail a lot of work making them interactive assets and developing the gameplay that underpins that interactivity.
So I can definitely see the damned if you do damned if you don't paradox unfolding if they do anything to ship interiors, and I'd frankly prefer it if the company focussed on developing a more complete VR on Foot implementation, maybe something like VR headlook or VR headlook with limited hands.