For settlements, I basically have three wishes:
One, only make a subset of them static and waiting for player intervention, while the others develop by themselves, or are static in some state of development, so that there’s more cool places to visit.
Two, connected to this, make Settlers like normal space station / trading depot / archive NPCs in settlements that are not owned by the player. Settlers in setlements not currently owned by the player have pretty much zero interaction value, making all but the one settlement even more uninteresting.
Third, make a development tree akin to the already existing crafting trees for building out your settlement, not just random “do you want this or that” events. Other random settlement events can stay, but should become a bit more meaningful. Some of them, like mediating a quarrel, are literally just clickbait…
I’m happy with the Sentinel update, though. It does what it’s trying to do pretty well.
It also seems to me that predators have become way more aggressive, which is cool. Might just be the planet I’m on, though.
I’d have liked them to also upgrade other combat enemies like creatures (give some of them some special abilities like camouflage, breath and spitting weapons etc) and sandworms. The monstrosities are fine, actually, if they’d enter buildings. Which they might now, I haven’t tried.
The only thing I’d wish for the sentinels themselves now is some way to counteract you entering the ship. Can’t they just start blasting the thing when you enter? Or, even better, they order in air support. You get in your ship, you have 10 seconds or so to get out again to cancel the order, or you’ll have some fighters bearing down on you. Time decreases with rising threat level. Yeah, that’s about the one thing missing from that update that I would have considered in scope (the other wishes aren’t really in the “sentinel” scope, so… maybe later?)