There are a LOT of threads and posts about stuff like this. Many people would refer you to the DDA, because much of the content and gameplay discussed there is still absent. However, to give you a flavour of the sort of stuff I'm talking about:
*Content, content and more content
*More involving missions with characters and minor story arcs
*Branching and sequential mission arcs with a clear progression
*More variety within missions
*More sophisticated seeding of procedural generation to avoid the "cookie cutter" problem
*A greater variety of game-play scenarios - battles around stations, planetary bombardment, derelicts, etc. - this is just limited by imagination
*Overhaul of existing instanced stuff - CZs should actually have a point or purpose, they should be to secure or take a station or something like that, they should be winnable or losable. RES should actually have some infrastructure in them, some large-scale commercial mining operation should be evidently present, there should be some REASON for them to be where they are, you should be hireable as a merc to defend coporate mining interests, regular visits by big trading ships to take minerals away from static refineries could provide random/timed events, etc.
*Something to do when exploring - probes, samples, scanning gameplay, other astronomical phenomena like comets or asteroids. Wouldn't it be cool if you could scan for likely asteroid hits and watching something crashing into a planet. Exploration is completely empty at the moment for me, and is one of the most obvious areas for improvement. Gameplay is literally just fly near to a planet, look at it, and wait. I would like to see things like scanning trajectories of planets and being able to simulate their motion sped up in the system map - things like that. Everything is so static at the moment. Once the awe wears off, exploration becomes extremely repetitive and boring.
There is a lot more than this out there - I'm just spitballing off-the-cuff. We haven't even got to the whole "living breathing universe" aspect of the game and how it is completely lacking, or the background simulation, or real-life economics, like supply and demand. The point is that there isn't much to DO in elite at the moment. There are reasons to do it - get rich, earn merits, get a bigger ship - but the actual activities themselves are in extremely short supply. Elite has the potential to be an engaging, immersive, believable rendering of the future. At the moment though, it feels like a space flight/combat simulator with some token content sprinkled on top to give people a bit of something to do.
Most of the things are NOT spesific. "more content" is not spesific"
"*More involving missions with characters and minor story arcs
*Branching and sequential mission arcs with a clear progression"
so.... MMO quests? You relaize the problem with this right? unless there is a bunch ful time writer constantly writing stories for ED, then what this is asking for is those terrible Linier MMO quests. i dont think this exsperience is right for ED. The whole point is to make your own story. Not fallow one that is pre-made. and "Dynamic quests or missions" is not at all practical. not even WoW or guild wars, arguably the richest MMOS ever can do this in any cost effective mannor. this is simply a bad idea.
"*More variety within missions
*More sophisticated seeding of procedural generation to avoid the "cookie cutter" problem"
Mission Variaty is not so easy to come up with as you think. come up with ONE that fits within EDs universe , that would be fun and fulfilling. I will conside thos point if someone can actualy make up one that makes sense.
Proceduarl generation... for what? the systems. most of space looks pretty boring... to make rare finds rare... most of space needs to be fairly common... For res sites maybe? There are only so many combinations of ships...
*Overhaul of existing instanced stuff - CZs should actually have a point or purpose, they should be to secure or take a station or something like that, they should be winnable or losable.
Attacking of stations might be interesting. But doing somthing like this would be dificult to pin the mechanics down.. Planetary bombardments cant happen without landing on planets..so this isnt an option at all until like 1.4 or 1.5... and making CZs "winnable" is a nicce idea. but to make it work in ED would require groups of players and getting people together is sort of like hearding cats. Not a bad idea just.. hard to work out... and if you make CZs winnable by a single player then you just gave players too much power. it Could ruin the game in a completely new way..
"RES should actually have some infrastructure in them, some large-scale commercial mining operation should be evidently present, there should be some REASON for them to be where they are, you should be hireable as a merc to defend coporate mining interests, regular visits by big trading ships to take minerals away from static refineries could provide random/timed events, etc."
This might work. but getting the AI to do what you want is hard. Smart AI is dificult to program. given time this may come. but doing this would actualy take longer to make work than introducing something new like power play. Making the simulation work in a way that is clearly visable has a similar problem.
Though i like the "big trading ships thing." i guess that might not be to hard to do. though its a small thing most wouldn't care too much about i feel...
Infact, the oly thing that seems actually practical to make work in a timely way would be giving explorers a more active roll in exsporing. Giving them more info on the planets themselves by sending probes or something. That is cool. and the other things you suggest with exsporing might be added easily with each new patch.. probes and Planetary info in 1.4, Commets and large asteriods or dwarf planets in 1.5 and so on..
Overall it seems what people want is impractical and Unwieldy. some of those things would be Absolutely wonderful to see, but would be near impossible to get right. And thus probably be better off waiting/not having some features. If i had to guess why PP was out forth was because its a neat and cool idea that would generate long term interest in the game. It game a direct way to Observe how in game characters interact.