I do welcome ideas, however, the module system itself was to me at least the easier part. So far, I only see removal of salvage income, and also removal of iridium from the cycle.
Is the upgrade process going through to MkV? I assume, they are still blueprint bound?
I assume, if you have stored loyalty and credits, you can upgrade an item without delay? I also hope it is user-friendly and accessible enough to justify removing direct upgrades.
I do not welcome a new random box opportunity without direct prices. I still think, to offer a random loot option is a risk-reward system, to justify high direct-sale prices. Having higher random drop prices only is bad, this is why random chests are positively mentioned in other games, but not here. A chest in most games costs like 1/3 of a direct buy, usually containing 3 times the amount, but randomly, or used as a loot system. Gambling is only fun if it is an opportunity to be lucky. But all this is paired with direct per-item prices, to make it lucrative. I still hope, this is on your brainstorm-roadmap, as I think, this is not good for the long run. This does however only touch the things not directly acquirable (like ship parts)
Otherwise, I welcome Iridium as sort of a common currency resource. Even if I think, I would have worded it in the iridium section, “Remains of the precursor culture, their use of iridium”, just to be scifi, so you can keep the fact educating, that iridium is a real rare material, and the real magic lies within how the precursors were able to do awesome stuff with it we don’t get yet. But this is just nerdy aesthetics. But it wouldn’t be me, without adding some minor annoying “who cares about that” thing, the main issue for me is still the RND system, which imho is bad for the image.