To broaden this: your point that "New Vegas-style" quest design can make a story better in terms of meaning ond resonance is another way to not respond directly to my point. The satire in Outer World wouldn't be more resonant with better quest design. The dialogue but more importantly *the central idea of Outer Worlds' satire and world building* is fucked. The idea is what's causing the collapse of the entire house of cards. You introduce better quest design to that satire you get better gameplay. It wouldn't magically affect the half-assed satire in a positive manner.
You could be right, but what I'm saying is that in general I'm a believer in "greater than the sum of its parts" in video games. I think that sufficiently thoughtful execution can elevate simple or ridiculous concepts beyond their station. I'm the kind of person who thought the story of the Burial at Sea DLCs for Bioshock Infinite was pretty cool and salvaged the half-assed plot of the main game. As I've said before with regards to PoE's writing, you're free to think I just have low standards.
The problem is that it simply cannot be salvaged without rewriting massive parts of the established universe. The foundation for a better game is
not there.
Contrast this to FO4's Far Harbor DLC which is
very different from the main game itself. It did not have to rewrite large portions of the universe, it did not have to massively change settings and characters. They took things that they already had(either through inheriting them or otherwise) that were good and did away with those that were not.
There is no way this can be done for The Outer Worlds. You fundamentally cannot salvage this game without simply making an entirely new one in the process.
That is the issue with The Outer Worlds. There is no missed potential, there is no rough gem lying under the dirt. The sum of its parts are as equal to the individual parts themselves: nothing.