@legionof1: Fully agreed. I had some of those concepts myself. Not sure about rolling back the tech, though. It might feel too much like Temple of Trials in Fallout 2. That can be of course mitigated by making it less linear. More important concern is starting experience. As of right now, a player can go and start blowing stuff right away, have some fun with the game, try various funky guns, and have a quick blast playing a few missions. No need to go too deep right away. I could of course make the early-tech game optional (a mod), but that'd produce its own problems (inter-mod communication issues, more work in debugging). The plus would be, the tech progress being more logical and intuitive, and much more possible branching and vagaries.
@AncientSion: Yes it is an engine limitation. The only difference between landing site and crash site is a script that randomly explodes the engines. Terrain is always taken from globe's data. To have a specific mission, you need it to be a mission site. Naturally terrains ALONE can be added if freighters had their own, very special set of coordinates linked to terrains inside globe's data. However just swapping the terrain doesn't seem worth it. Extra security and extra goods should be present, because it'd be a reasonably large (if quite open) map, containing the landing, its facilities, and a part of a settlement. Also innocent bystanders are likely to be present (in reality, unarmed hostiles who can even be set to pass out after 20 turns so you don't have to catch them to auto-grab all loot).