I'll add a few ideas to this post.
4 Food production.
There are very few food producers in the world of Starsector. planets suitable for farming (inhabited and uninhabited) are very few. Constant hunger and extinction of the population and, in the end, cannibalism ... a very, very terrible situation. Faction wars should be more about planets that can produce food, rather than just beliefs or minerals. Suggestion - we need buildings that can be built on planets without farmlands. Hydroponic farms / mushroom farms / green soylent production (completely absurd).
5 A large card is required. Approximately 1.25 of normal card size. Who doesn't want to explore the Starsector universe a little longer?
6 Technology is needed to turn off warning beacons (just an aesthetic desire). When a system is completely cleared of artificial intelligence fleets, it is necessary to be able to turn off warning beacons.
7 Technology is needed to completely collect debris fields so that they disappear entirely (just an aesthetic desire).
8 Terraforming planets and changing conditions on them. There are special items in the game to improve production rates, but they also require special conditions on the pallet. Now the game does not have a built-in terraforming system, but it is very, very suggestive, and honestly it is very interesting how the game’s creation can implement it (by the way, many thanks to the modders who solved this problem in two different ways).
9 Needs the ability to craft absolutely unique ships and weapons (ships and weapons so unique that none of the factions use them). For example, drawings for them will drop out after defeating the guards of the hypershunt. Or they can be found in star systems in hidden places (see point 10).
10 Secret places. Now I have found only one such place - this is the place of the battle with Ziggurat. How about using this mechanic many more times? For example, one for each star cluster. This will be an incentive to stay on course when traveling in hyperspace. Secret places are always interesting, a new incentive to explore. Probably in such places new enemies or just long abandoned systems with untouched riches or technologies can wait for us.
11 Must be able to harvest organs after combat (yes, nasty topic). After space battles, we collect scrap metal, weapons, fuel and cargo. But someone controls the ships - the ship's crew. Almost the entire team dies (in various ways), some of the lucky ones probably flee in escape pods. Since we are collecting scrap metal / weapons / fuel and so on, is there a chance to collect some of the internal organs of the deceased team?
12 Must be able to breed lobsters. For example, buy technology from the Sindrian dictate or complete a quest for them. This is such a rare commodity that it would be nice to raise the profits of the colony where they will breed lobsters.