Based on my understanding of how things function, I think it'll be rather easy to setup some simple timed actions for certain things like: collapsing/hidden weapons, unfolding landing gear, proximity alerts tied to lights, etc...
Their are a few other fun things that im not certain how easy/hard they would be to setup, for example, a telescoping hangar door, likely utilizing several stacked rails... In theory it wouldn't be that hard to build, but i think that's contingent on how to pass power (cables?) through stacked devices across rails and turntables. I'm assuming it's possible, because of the dev video with the multiple gimbaled turrets; their must be some way to pass power through the turntables.
Hopefully im not mistaken... because if I am; I'm not sure how any multi tier collapsing/telescoping ideas would function?
However, im definitely looking forward to reverse engineering the multi turret cockpit of the dev faction ship that was seen in the video so I can understand how it's all connected... I think I can (albeit, Slowly) figure out the math necessary, but unsure how to translate that into YOLOL and chips. All in due time I'm sure.
I think another fun one would be pre-programmed evasive maneuvers! So that as a solo player, you can hop into turret while your ship spirals, or something. Again, without hands on experience, I'm not sure how hard this would be to execute. I suppose its reliant on how the Flight Control Unit and Main Flight Computer function... I'm imagining several FCU's might need to be tied to each independent direction of thrust, and then lined up to the Main unit to interpret input from switches/levers... if I'm along the right lines, then it wouldn't be to hard to wrap my head around programming certain groups to fire off in timed intervals... but, if I'm wrong, and each individual Thruster needs to be programmed independently; then it could be a bit of a headache to program a spiral or loop etc. Also I'd imagine with a little math, you could setup some random number generation, which ultimately might be easier to setup, but would take a little care and consideration to engineer still, so that your flight path is unpredictable, but not gawd awful erratic.
Who knows, I might be overthinking it, and it may be much easier than I can imagine without playing with it...
I can't wait for this to release to EA!