The way I see it, the baseline
has been established:
1. Creative management games like Planet Zoo and Planet Coaster (which basically are base building at their core) are the current forte of Fdev. The know-how is there and the Cobra engine can do it.
2. Existing Odyssey settlement assets are all modular pieces that can be arranged in a variety of ways resulting in many possible layouts. Odyssey as-is explores just some of these layouts. The "gauntlet" style agri settlement is probably the craziest we have now and showcases Dwarf Fortress-like elaborate maze that's, I dare say, very frustrating for would-be infiltrators
I'm sure players would get creative and we'll have things like maze solving/infiltration competitions, race tracks, PvP shootout arenas etc.
3. The procedurally generated nature of placing Odyssey settlements demonstrates that a large surface base can be placed arbitrarily according to whatever the procedural algorithm allows and does not need developer curation to make it work with planet generation. I've seen few, rather inconsequential, glitches with Odyssey settlements.
4. Fleet carriers establish that player-owned persistent assets in E: D are possible and even the problem of non-PEGI 7 compatible naming of the carriers is not prevalent and can be tackled.
5. Fleet carriers have established the baseline and testbed for player-to-player interaction, cooperation and trade. There have been community meetings aboard carriers; carriers act as temporary homes for other players during expeditions; they facilitate tritium, platinum, meta-alloy, Odyssey engineering materials etc trade; they act as support infrastructure for current Thargoid war. It's all working very well (some hiccups excepted), and stationary bases have the potential to expand on these interactions.
6. Base building or owning a stationary asset is not new in space games. NMS, the X series and even Independence War 2 all have proven that player-owned stationary facilities can be a useful and natural part of an otherwise mobility and travel focused game. And it's not limited to space games, either--eg player homes have been a traditional part of most RPG-s, games that focus mostly on wandering and adventuring in the game world.