I expressed in the past my disappointment with lack of management on the strategic layer. I understand why certain changes were made, and I can see how managing each bases inventory seperately might not be fun.
What I think the game could benefit of is a management when it comes to equipping transport ships. Back in UFO, soldiers could only access what was assigned to the ship they were on.
What I would love to see, is getting the feel of sending out an expedition when sending out a ship with soldiers on it - a bit like what you get in Darkest Dungeon when you equip your party for a run: What do I want to take? How much ammo? How far do I want to push?
That could also make for various ship types having various advantages: faster ships with limited cargo for quick response but short sustained use before having to redock at the base and restock, while slower ships would allow for a longer exploration.
That said, even if work to impliment such system was viable, I am not sure if it would work well, without "unexpected" threat - as currently pretty much all engagements are more or less initiated at players will, the decisionmaking of "push further, or go back" wouldn't really exist anyway at this point.
Add on top of it, and ability to assign soldiers back at our bases to do work at built rooms a;a. Chimera Squad (farm food, help in research, manufacture) and it would be swell.
Oh, I would would also appreciate in-lore explanation of game mechanics. Like PP having developed a transporter in between their bases allowing for transportation of non-living material. Any technobabble would do really.