I'm not sure what to suggest, since so many of the issues I found are probably left behind with the old version of the framework and won't follow us into SSC2.
I will say this, tho: there needs to be a hard look at Prebuilt plans, as monumental an undertaking as that could be. Because, aside from the bugs and instability, the RotC plans were a mess that absolutely destroyed any attempt at a non-easymode Conqueror run.
Lemme explain. Most of the plans are cool, i like some of them a lot. But at the time, we were all "ooo look at the toys we have to play with!" in SS1 and I was no exception, and everyone was making stuff in the mindset of what seemed cool or fun. And lots of them are cool and fun. But they are also glitchy, buggy, and imbalanced. No sanity checks were made with the WRE system in mind; most of the settlements are not self sufficient. This means that conquering a place immediately gives you a net loss, and you're in the weird place of being Raiders who, instead of sponging off farmers, are instead struggling to provide food to a bunch of lazy gits who can't fend for themselves and if i wanted that i'd just go talk to another settlement that needs my help
More seriously - the result is most people realized WRE was broken and either took on the task of manually fixing it, or just shrugged, turned the system off, and forgot about it, which is kind of a shame.
On top of that, many of the plans don't use their space efficiently - or consistently. To make up for the shortfalls, most advice was to of course control vassals and built your own plots manually (but again, that makes you the farmer servant for your slaves...), but that requires free space. I use a border extender because there's just no other way... but then i'm making plots outside the walls. Other decisions were... odd. The "swimming pool" at Starlight was funny when I saw it, but quickly got old when it became a trap for my NPCs who couldn't figure out pathing with that fence in the way for the life of them, not to mention a huge chunk of my own space walled off with no doors.... then there was the "player room" that contained blank space and "Your Bed." OK, cool! Here's my own space to decorate! Except that for some inexplicable reason
the level 2 plan's bed was not in the same place as the level 1's bed meaning the unmovable Your Bed just teleported into whatever the player built in their space.
It goes on.
So, now that we're all calmed down somewhat from the new toys we got to play with
, what's needed is the less exciting but vital work of balancing the plans for all the mod's features, allowing some room for customization for those who wish to do so but also as a failsafe so the player can fix issues, and a general QA pass or two. That would be what IMO will most enhance the game more than any new feature I could dream up.
That, and the return of Jam-Jams and 'lia
Oh - and yes, the dynamic decorations were a perfect example of a great theory that just doesn't work in practice. The silly things have no logic to where they spawn - inside buildings, in doorways (sigh), on dogmeat's head, and every 3 feet you're tripping over them. Even after turning the system off, i spent waaay too much time walking around deleting them. Way too many of them too close and in bad places to boot. And, sadly, most of the faction pack creators did not seem to have checked the results or consider what they were adding, resulting - in one hilarious example - power armor suits spawning every 5 feet all over the landscape, on roofs, in doorways... it looked liked a Fallout-themed Terra Cotta Army had been left by some madman xD