We aren't planning to make any more major changes to Weird Worlds... Instead, we'll be thinking of a new project of some kind.
A lot of these same ideas were bounced around during the development but we just didn't end up doing them for one reason or another.
For example, planets and stars are on a totally different scale from our ship combat (the combat map is about 5km to a side) so they couldn't really make an appearance in a meaningful way. Permanently breaking ship systems was merely frustrating... Imagine just barely winning a spectacular and challenging battle, only to find out that your "reward" is the game basically ending because your star drive was destroyed by random chance and you can't go anywhere.
We considered boarding and taking over enemy ships but realized it would quickly unbalance the game (if you thought it was easy with five ships in your fleet, try thirty!). You can actually do this in a mod, but you should try to limit it so that you'll only ever have five ships, ie. place just four special "boardable" enemies on the map in quests instead of having regular allies and mercenaries.
More things you can do in a mod:
The turn rate/movement speed is defined per ship hull. E.g. the Garthans move fast but turn slow. You could easily make these more "extreme".
The homeworld fleets are defined separately, so you could add defense turrets that are only included in those.
Guns can have ammo. See the fusion rocket launcher for example (it shoots three, then reloads for a while before it can shoot another three). You could set the "clip" reload time really long so once it's out of ammo it'll stay out.
The particle vortex cannon is essentially a "radioactive cloud" effect. If you made one that didn't move, looked a bit different and used an invisible effect rather than the lightning beam to do its damage, you're there
Constantly turning ship hulls are in the game; see Primordius station & Damocles drones.