-Visuals and environment are key to systems. Without good visuals, you have glorified hubs. Without good environment, you have empty glorified hubs.
-Systems currently misses slightly with visuals, and puts far too little value on spectacle. The remaining black hole in the mod is locked away in an uncharted. There used to be two wildly different ones that were in a border system and tucked away in a guard system. I also don't like the new crunched map. I find it very funny that the people demanding that systems be deleted and connections to be removed to "force interaction" are generally terrible to interact with.
-Adding new systems and reworking "obsolete" systems. Development is a state of growth or advancement. Please grow and advance the mod, and if something is wrong, please advance it into something right.
-I've noticed that systems makes little-to-no use of solar warships. Undockable solar warships would do wonders to simply show what a house or warship-capable faction is doing at the moment and what they care about. Outside of factions, I suggest looking into astrophysics. There's a bunch of cool inspirations that could make for great systems that already exist in real life. Quasars come to mind immediately. I've also noticed that the use of wrecks is slightly skewed. Generic wrecks are ok in the areas around recent battlefield, but I've also seen completely empty, generic wrecks on the far right of Zeta that hold nothing, are near nothing, and aren't the site of anything.
Travel times:
-In all, I think travel times should simply vary. Traveling between Bretonia and Kusari taking longer than between Bretonia and Rheinland is fine, the state of the story and economy should simply reflect that. Inconsistency in travel time is fine (for everyone but traders).
System connectivity:
-Some regions will define activity hubs for themselves. Omicrons used to have Malta, and eventually that switched to Omicron Delta. Now that old Delta is back, given some time to settle, I think Delta will become a hub system again.
-Variance in system connections is fine, if anything, a cap of jumpholes per size could make sense. Larger systems could reasonably have more jump holes than others without making it a "parking ship here is manditory" system. Smaller systems would then have less jump holes because the time to cross it would hopefully help mitigate the "you will be ambushed here" nature.
-The connections of a system matter in terms "central systems" versus "fringe systems". Fringe systems can be dead ends very easily. Having less connections on a central system usually makes it a pain to deal with.
-Having more connections and more systems would be optimal. Streamlined systems makes space feel 1) overcrowded and 2) restrictive. I'm sure some people play space games to feel restricted, matter of fact I firmly believe that there are people who play Discovery and enjoy the feeling of there being only one path to really get anywhere. I personally despise it.
P.S. I still have too much ping to enter Kepler, apparently it's either the peak of systems development or the valley of such.
I'll do something about my superiority complex when I cease to be superior.
"Whatever happened to catchin' a good old-fashioned passionate ass-whoopin and gettin' your shoes, coat, and your hat tooken?"