Has any modder so far made any alterations to the way environmental interaction works, like the annoying pop-ups and mission items that are usable only when the game says so (basically only in dialogue)? It's one of the most annoying things for me, as it pretty much makes all non-combat gameplay completely trivial.
For instance, when you're raiding Stevie J.'s place, there are multiple ways to get to the top floor. If you're playing a rigger, you can use your drone to go through a shaft and unlock a door for you, allowing you to get to a stairwell. This is cool, but the problem is that there's pretty much zero player initiative included in this. You click an icon that pops up and get the option to use your drone, no need to look for solutions on your own. Another example would be opening the safe on the Telestrian run. You get to the safe and the game tells you that you need a DNA sample to open it. So, what do you do? Go back to the office you just left and try to find something that would help you. There's only one clickable object in the room (aside from the paintings that you previously used), so you click on it and get a half-smoked cigarette. That's pretty much the one and only thing you can do in the room, and then you can open the safe. Gee, that was hard. Basically, every "puzzle" or non-combat obstacle in the game is like that: click on stuff that is clickable, or talk to the people you can talk to, and the game solves everything for you. It barely qualifies as gameplay because the chance of failure is nonexistent except for some very rare occasions.
Even the possibility to pick up stuff and use it from your inventory freely would greatly improve this aspect of the game, not to mention other really basic things like being able to search containers, hover over objects for descriptive text, use your skills or attributes on gameworld objects and so on. It'd be especially useful if you were making a module where you, say, investigate a murder or something.