The main thing that I see a real need for is some stuff handling Station interaction.
For example, it would be nice to have solid methods to:
1. Cause Faction to assume control over Stations if <event>, with full handling of things like Cargo changing hands. I know that this is pretty straightforward in some ways and as my post about taking static Stations out of the framework may have indicated, I hope that the future of these hack-arounds is limited. But that really depends on what Alex wants to do with these areas (I presume he's got a lot of ideas but it's still very fluid).
I don't suppose you've figured out any practical way to destroy Stations?
That is one of the things where I got stuck, since so much code tends to presume the existence of those Objects. I can see that the functions you've built basically allow re-writing of the strategic AI using dynamic logic, so maybe the key is just me being un-lazy and building some spawn events that use LazyLib to scan for appropriate places and targets? I presume that's how Excerin works; I haven't tried it out yet, but it makes sense.
2. Some simple way (i.e., call a function that checks states) to make battles between player-AI / AI-AI cause <events>.
Again, we have had this done in various ways; it'd be nice to have a nice neat function that we can call that checks for <events> and executes <stuff>. Like I said in a Suggestion post, there really should be something in the framework for that, but we don't know if / when that will arrive.
Other than that, practically everything I could ask for in a package like this is in the realm of, "probably shouldn't bother until Alex makes his mind up about a bunch of stuff". I hate to ask for things that might get broken or irrelevant or whatnot, like some sort of UI toolkit, y'know? Like, for example, the SimpleEntity could use some physics besides just position (giving it a velocity vector would be nice, so it could smoothly interpolate and not have to call every frame, for example).
At the same time, this is one of the areas where, if such things existed, most of the limitations on the gameplay just flat-out go away; if there was a way to make non-clunky interfaces for Ye Typical Player, I'd be quite tempted to go ahead and try and build some empire-management prototypes and RPG-like elements, like basic FedEx questing.
But what you've gotten done allows for so many cool options with weapon systems that I can probably have fun just messing about. I'd already developed Beams that do Hard Flux, variants on Projectile behavior (for example, I built a crude "heat gun" that partially bypasses Shields through re-purposed EMP arcs) but I can see how some of the functions you've built make that kind of thing almost trivial.
Not having to mess with as much trig, just gamecode, makes it almost too easy to do stuff like indeterminate flak, AOE systems, weapons that do EMP-like behaviors but then Do Something Different, physics toys, etc. So hopefully I'll be able to get a few things knocked out and people can use 'em to extend the combat gameplay in all sorts of fun ways.