..I guess a more cynical view would be something like that they're expecting support issues with mods, and have just removed unpacked files from being included. While structuring it so mods in general can't really be successfully deployed without official sdk-inclusion. I.e., they're preparing for launching a "mod" base on the psn, and someone is seeing an opportunity to start charging for addons this way, while calling it "mods". But effectively limiting the type of mods in the process to content and full modules.
So instead of being able to use inserts for files that might actually have only partially parsed properly, so you could override certain settings and add partial scripts, and throw away the rest, that then would use the default base (I think that's why for example the Spaceflight Overhaul mod worked - that some of the settings were thrown out from wrong format and value range, etc. So the engine would technically parse the ones that worked and had the right format at runtime, and then keep other settings in the base. Some of the settings are like that now - you can change them all you want, but they have no effect: likely there's a second file from the foundation update that parses, while the mod doesn't, and the original settings are kept from a specific point when the actual settings-file the game takes values from is generated.
That's what it looks like in the decompiler at least. That the settings are actually just pulled when they're needed, and if they're invalid the parser just fails to set the number. Now, the whole file might have precedence, and another set of settings in patched inserts might not be set any longer, since this new file in a partially valid format is set to replace the original one, so when the parser complains, the rest is thrown out from the point the serialization is invalid, etc).
So while I think that HG should just make these settings transparent in the user-files, or better yet, document the whole thing and let people edit what really is fairly straightforward settings, on anything from max speed in warp to angle break in the atmosphere (when the ship burns, at what speed, etc), and the whole "min distance over ground" thing. Or better yet, just make an "arcade/simulation" switch, and let people choose between two consistent but diverging control setups (instead of what you usually see with Sony: a uniform average between the most extreme "everything on autopilot" view, and the "purist who thinks planet orbits are too complicated to have in a game anyway, so everything must be made static instead to give the appearance of a realistic space-view" view, and the "what about something that actually is playable, kind of thing, people?" view. And then ending up pleasing absolutely no one in the end.
Adding a simulation/arcade switch would fix that, if the simulation settings for example then is tied to settings not exposed in the immediate shipglobals file, but also to distances planets are away from each other, sizes, rotation, atmosphere depth, etc. So HG could specialize the arcade settings for what supposedly Sony people want, and then actually use the myriad of settings and features present in the code for something, for those of us who would like to see what HG actually has made.
Phasing out the overlays as well is also a good idea, but they should go further and allow settings for actually removing all of it, and then having a target for PC that aims for higher resolutions, less blurring, and higher detail. Instead of what we have now, which is a baseline with a bunch of full-scene filters that make the game chug to a halt on any setup once you increase the resolution past the ps4 upscale target. Because the game looks ridiculously good on higher resolutions, because so much of the cheap filtering early in the graphics pipeline is so successful, and gives the game the aesthetic we saw in the trailers. Rather than the whole "Halo with flashing blue lights on top of blurred background with dof on the wrong focal point always" thing Sony loves so much.
While I think that, I think we should respect two things:
1. HG might get into serious legal trouble if they even silently approve of disassembling even just the psarc archiving format Sony owns, and that the game is packaged with. Running uncompressed files speeds up certain things, some streaming issues disappear. And of course it's the same with the way the graphics pipeline works, where just the settings for the depht of field files is something HG can't expose from the user-point of view as long as they're using the licensed sdk. HG can't actually do anything about that as long as they're involved with Sony.
2. Support for mods will have to be unofficial. HG would be well served by helping make tools that depend on their serialization format, or exposing part of the foundation they are using. Rather than having modders gradually pilfer the decrypt-routines and field values and format from the disassembly, until the only way they can stop the more comprehensive mods is to add quirks to the serialization process that makes the mods stop working every patch, or set the modders back to square 1.5 with every update. But they can't, even if they wanted to, actually make modding supported officially when it involves either their or Sony's property.
So if HG wants to solve this, rather than seriously think they can make a classic by incrementally inching towards some fanbase feedback target that just waves in all directions at once -- then they need to invent a way around the platform parity problem.
I've suggested a sequel once Sony's support-agreement expires, but before Sony's publishing agreement expires (which might be never) where HG then could insist that because they have a different feature set in their game now, it is effectively a new game altogether. And then they could leave the Romance and Mako/buggy + Stronghold bullshit behind in NMS1, and add the stuff that never was "feature complete" to the point where it didn't have to be cut to the sequel.
Because none of this will be possible to add in the current Sony build anyway. That's an important part - that there's a legal problem involved with using a similar foundation for two versions of the game that have different features, that HG can't get around now. And that's likely why the ps4PRO thing is what they've targeted as the upper limit, and is what dictates what the rest of the versions will look and play like. Perhaps they'll be able to smuggle in parts of what they wanted, but it'll be like pouring jet-fuel into the tank of a tractor - it's a complete waste of time, you're not going to get to space anyway.
The other option would be to involve lawyers, and insist that the game that is currently deployed and tied to Sony's publishing agreement is one game. And then define that the game with other features and feature sets is a different game altogether that can be deployed separately. Sony would contest that, and want to squash it out of purely protecting their platform reputation. But that's the only way we're actually going to see any of these zombie-like gameplay tweaks removed again, and the missing features (that demonstrably exist in the game's deployed code) included.
I'm just saying - that won't happen, ever. And the best we can hope for is that they won't start encrypting the executables and the serialization formats, while cutting off the option to add partial inserts for certain script-commands. They could do that at any time, though. And I think that the last patch is basically explaining how far we can go: we will never have access to their scripting tools, to be able to create new events, type.. freighters on traderoutes, ships catching up with you in space turning up on the comms, giving you offers of various kinds, to get into battles or defend sectors, go to new systems to do such and such. And the angle to get access to editing the actual events that are in there is also being removed fairly deliberately.
So that's the extent to how much mods can actually do now, and we're not going to see any changes to this before someone manages to reverse-engineer HG's scripting language and half of the toolchain. It's just not going to happen.