Oh and more RP consequences that affect in-game mechanics. Like, (hypothetically speaking) if the bd got in an argument with the GC and hated each other, they would be hostile in-game as well.
Seems to me the only real limit to potential is the maximum number of simultaneous players. Right now we have too much of some stuff (factions) and too little of other stuff (players), so I would say the overriding priority is the simultaneous player count. If it can't be raised in a practical manner then the mod should be be dialed in for player density we have now, meaning fewer factions, redistribute game assets to get the desired number of active systems, etc.
Another strategic change would be dropping the ID system and go to IFF for everything, then find more hooks for in-game actions to affect the IFF. So kill a bunch of people and you find your alignment has changed to ~Corsair all of a sudden. Replace the ID object with a Pilot object, and when the system is changed from ID to IFF the Pilot object will still be used to display character restrictions, but the Pilot type will change with IFF instead of being purchasable.
Tactical stuff, I would like to see non-combat missions, such as take N units of X to base and/or bring N units of X to me. I think parts of this have already been done by another modder, and there are already hooks for ~tractor escape pod and return to base, so it should be possible. The missions now are almost exclusively combat-oriented and this would open a lot of paths.
Combat change, first I would make gunboat forward cannon a class-6 turret (cruiser turret) and change the ship and gun models so that they can be replaced with turrets that actually move around. This will prevent those turrets from being mounted in class-5 gunboat slots, so not going to be abused. It would also allow cruiser to mount the GB forward guns as turrets, but very slow refire and limited arc after model adaptation, so not much risk. I think the math is all there on this, just needs the models to be changed.
Also change bombers to be turrets and torpedoes (no guns or missiles). It would define them a little more as a class between fighters and gunboats.
That's off the top of my head, I'm sure there are more.
I think it's possible to control commodity prices via FLHook, right? What could be interesting is if every few hours or so, a script runs that selects a random base and increases/decreases the price of one of its commodities for a short duration. The idea would be to mimic an event such as a food shortage (consumer goods/water/synth paste price goes way up) or a manufacturing improvement (e.g. superconductor price drops). The news could be broadcast automatically to the server every 30 minutes or something so that people would know about it. Of course this would require automating several things in FLHook and might not even be possible, but it could add a little variety to trading.
The issue here is player density. Most people are asking for less systems, personally I would prefer us to find ways to expand the playerbase.
But that being said, we can certainly afford to 'trim the fat' in this mod. This means deleting stuff like low-level ships and equipment that are simply taking up space.
And yes it does mean deleting some systems - even Guard systems - and finding ways to bring the Guard material into the mainstream of Disco. I disagree with a wholsesale deletion of guard bases however.
This'd probably be very taxing, but quite fun.
Dynamic economy. More goods go to a base, they pay less. Nobody ships water to Java for a month? They start buying it for 2000 creds a unit.
Space Hazards - things that are god-awful, think radiation that kills you within seconds, blows up your guns, suddenly you are in a dense particle storm, random jumphole failures
No map for those systems so players can actually sell information about the hazards to one another
Goodies in those system that can make your exploration and patience worth your while
That said I believe I already shared my idea of a certain system with you :P
Full Outcast snub shipline. And no, I don't mean painted Scimitars, Switchblades and Sabres
Dynamic economy
All useless systems removed (Mostly Gallic and Guard systems)
Finding a way to expand the player cap without effects on lag
Player made weapons. The idea would be to simply find pieces of technology and merge them making a unique weapon
Scientific bases where you could upgrade your shield, scanner, hull and weapons
Some sort of research probes to be able to explore unhabited planets
More kinds of missions which would involve trading or escorting/protecting a convoy or something