So you realised this was a necessary evil players felt they needed to buy to progress a month after release and removed it (after people dumped a lot of plat into it during the holiday season, cool). This is not as good as some might think considering the next point.
So, you removed the drone people used to bypass trash resource farming, and doubled 1 resource! Can we keep the drone until this piece of.. resource balance is fixed please? I get it, bad drone, skip parts of the game. What's worse is doing a mission then running around a map looking for resources.
Why are you devs always trying to make sitting around in a mission collecting things part of the game? It's not fun or engaging ("oooo look friends I found a rare resource! YAY! So much content, such fun"). We would much rather just repeat missions without having to go out of our way to collect resources after the mission, or feeling like we have to get a divorce before we can find enough time to get enough resources to repair 1 wreckage part (an exaggeration of course, just stay with me). Farming simulator, again. Don't want to accuse you guys of being slow learners buuuuuuuuuuutt *rolls eyes*. And now we can't pay to skip either (as bad as that option was, it was still an option).
Have all enemies drop an abundance of / multiple different materials / resources which get vacuumed automatically or at a significant range so pilots do not feel their job is resource collector. Think crewship levels of resources but on all enemies. What about crewships you say? Well, buff crewships to be like Domes on the Plains of Eido. Solves the issue of those occasions when you do not have resources to be a decent engineer too.
In the likelihood that loot will not increase significantly per enemy killed, increase end of mission rewards to more items (maybe 5 rewards instead of 3 in Veil) with significant amounts of rare resources being included (e.g. +50 to +100 Asterite as an option with end of mission reward). The maps and game modes across all the nodes are pretty much the same, so the replay factor is already meh, adding a significant resource farm to it and removing the pay to bypass option seems a very silly thing to do.
Ideal world, both of the above (I'm a dreamer).
EDIT: Forgot to mention, half the cost of making wreckage, that would also be a very much welcome and imo needed change.
Why? Trying to future proof content / player count by making us go through it all again when Command becomes available? This basically means once players reach 10,10,10,10 with the current intrinsic schools and have a decent ship, they have no reason to play the mode until next update (whenever that is). This is essentially solidifying player count to go up again when that drops as they have to farm intrinsic points if nothing else. Interesting.
However, considering this is essentially the operator focus of the railjack world, and we can continue gaining focus even after maxing all schools, this intrinsic cap should be removed. Not a fan of these types of business practises.
Something not mentioned in this update which also has not been addressed in any of the cherry picked staff responses in the last few days is reactor stats RNG.
Considering the Sigma reactor has base +50 Avionics and +100 Flux, all wreckage parts should be a buff on these numbers.
Zetki (caster reactor): +50 to +65 additional avionics cap. +200 to +300 additional flux cap.
Lavan (hybrid reactor): +65 to +80 additional avionics cap. +100 to +200 additional flux cap.
Vidar (the mod-me-daddy reactor a.k.a H Gian Point reactor farm): +80 to +100 additional avionics cap. +50 to +100 additional flux cap.
Thanks for your time reader.