Some of the wishlists sound like "Star Wars Citizen." (Though I don't blame 'em.)
Since it's Ubisoft, my expectations are... not as high as they might have otherwise been.
Here's my list of dema-- I mean, what I'd like to see:
- A fog of war-enshrouded mini-map that doesn't reveal metric crapton of POI's to me from the get-go, or even when I'm "high enough" to magically see everything.
- A non-static world. I don't want to know where I can find Jawa traders at any time, for example. The only NPC's I'd want staying in place are those that would have done so in the story anyway (i.e., Yoda on Dagobah, that sort of thing.)
- A non-canon world, or at least one that hasn't been explored in much detail in either the movies or TV shows (or other games for that matter). I don't want Ubisoft shackled by the established lore, nor do I want to know what to expect from the world in question. (Or have expectations only for them to not be met.)
- I want a world that knows about the Star Wars lore and deals with it, but isn't entrenched in the main storyline. I don't want to have to deal with a one-sided interaction with Darth Vader. (The only exception would be if it were simply a hologram or recording.)
- I don't want to be A Chosen One, or fulfilling a prophecy or any of that. I want to be a bounty hunter, or a smuggler, or a trader, or a soldier, or a spy, or a mechanic, or... maaaaybe a Force-sensitive whatever, but not a Jedi. We have plenty of games where you can be a Jedi, I don't need to see Ubi's version of that.
- Don't try to simulate a working economy, or universe, an ecosystem or mechanic devices, or whatever else. The Star Wars lore doesn't lend itself to "simulation" in my opinion. There's too much of it that exists outside of any meaningful definition of that. I don't want to know how much Bantha poodoo I have to burn to melt scrap metal to forge a gaffi stick.
- Related to this, I don't want a crafting system. Maybe a rudimentary one for very specific classes for whom it would make sense to have a special ability, but whether it's singleplayer or multiplayer, I don't want my spy to have to know how to build from scratch, nor do I want to spend the bulk of my time picking up every rock, discarded blaster casing, plant, and dead tiny CGI animal to build up a vast supply of materials. There are plenty of games that let me do this, I don't need or want this in Star Wars.
- No multiple planets. I think they should focus on fleshing out one planet, and maybe the immediate orbit. Perhaps the entire star system, provided any other orbital objects are ships, asteroids, moons, or dead and/or inhospitable planets, maybe with some quests on them but not in a truly "open" sense. (A scripted event could send you to them, maybe even just have a sweep pan and you're there.) Sequels can worry about other planets. If they try to do too much, it won't be enough.
- John Williams soundtrack as much as they can afford. Preferably new music if they can convince him, but I'd settle for familiar refrains as long as they're not super specific motifs like Yoda's Theme or Han and Leia's theme. And if they can't get John Williams, get a soundalike or someone who can evoke the same feelings. To me a third of Star Wars' charm is the music, and without it, it's just not Star Wars to me. (I would also accept the composer of The Mandalorian soundtrack, if the game goes that direction.)
Beyond all that, I imagine it would be standard Ubisoft fare, but I mean, if they didn't want that, they probably shouldn't task Ubisoft with making it.