Space Rangers text quests were definitely one of the strongest part of that game. But Space Rangers was always more of an intellectual query than a combat simulator. Combat in fact in Space Rangers is kinda ass. And its strategy scenarios are less about strategy and more about finding a way to abuse the manual control and then infiltrate the enemy.
Implementing text quests into Starsector would definitely work on some level at fleshing out the story, and I would want to write a bunch, but I'm not really into programming of that level at the moment, though if anyone out there would like to cooperate with me, I'm open for invitation.
I would probably write a branching story on the level of some choose your own adventure book if I had the time, but then I would expect someone else to assemble it, cause it is probably a pain-staking process that involves many sleepless days of hard work that I would already be spending on to write a good story that would fit into the Starsector vanilla atmosphere.
Plus, I feel like the current UI would be really frustrating to do text adventures in, as the text box is too small, thus it's hard to write dialogue in there, and overall it should be redesigned to occupy the whole screen. And if it comes to artwork, I feel like it should be using only art that sticks close to the original artstyle of the game, excluding AI generated images (unless, they're good somehow???) I'm kinda surprised that there are so many custom ships in the game, but if it comes to creating custom artworks for planets it's really really barren... It's mostly captain portraits, and I do feel like too much of that variety is occupied by randomly generated images that lack the emotional investment human art has.
Clarification: Space Rangers text story adventures were entirely in their own world. They had no affect on the game other than landing you a large money reward. Whether you were on bad reputation with centralized governments of alien races or humans, it didn't matter. Whether you had a violent past and served the pirate regime or were a dominator hunter didn't matter. You were always starting fresh in the story quest. Even the amount of money you brought in didn't matter, cause it was not affected by inflation. Whereas in the game spending 15 credits meant nothing, in a text quest it could land you a crucial tip. This ironically also affected the additional objectives within the side quests. These would land you really small amounts of money.