Being able to "pave" over underground deposits to remove it or when a building placed over it that isn't a extractor to remove the deposit. It bugs me with their placement sometimes so to be able to remove them to make my settlement more aesthetically please would be a bonus.
Group specialists into a "squad" on the world map. Bithibg bugs me more then the varied moving speeds so my scouts get to an enemy really quickly while my fighters lumber in the rear, if groups intonation squad then they all move at the speed of the slowest member as a group so my scout doesn't try to take on the bandits before the fighter get there. Off the back of this, let me initiate combat from a vehicle, if I drive a car or van Into a bandit camp then then I clearly want everyone on board to fight, the micro management of getting each specialist out the car, then selecting them again to tell them to attack is abit tedious at times.
Multi purpose outposts, let me add another settler to an outpost to increase its functions.
Use civvies as soldiers, we already have guards in the settlement, can we not arm them and have them defend outposts too?
Dogs, a staple of nearly any post apoc film, game or literature is usually a trusty hound. Having dogs in the colony can add multiple effects, from increasing happiness, improving hunting yields or detecting histile predators from longer range, protecting crops from rats, sniffing out infiltration attempts or just as a guard animal.
Once a upgraded version of something is researched, let us build it directly rather then having to build base version then immediately build the upgrade.
Colony map previews, let us have a look at the start area before we accept it, otherwise we have to go through the entire start uo all over again.
Have concrete and metal deposits slightly closer to initial start location.