Hub areas.
Now please hear me out here: sidequests and interaction hubs. This is what the game needs and it's easy enough to implement in the short medium term with the tools and assets already available.
Let me elaborate, stick with me...
I believe that after major bugs and performance overall are all ironed out, as well as some AI behavior corrections...
The community then needs to focus on demanding first easy things to implement that would go a long way improving the game immersion and overall gameplay focused on roleplaying, no core engine huge changes, but easy to implement features with the tools they have.
I do believe most of the immersion problems could start getting majorly fixed with the implementation of more branching hidden sidequests accessible via direct dialogue with NPCs and I believe that the town, every district, needs hubs for said quests so that the player don't go talking to every single random NPC in town, but know that around that given hub area there is a large chance talking to every NPC will uncover many hidden branching complex side quests.
It's nothing new, it's a classic RPG / open world adventure game staple and a no brainier: small hub areas where the player go looking for quests, talk to every NPC and come back from time to time to find new things, lore revealing dialogue. Usually said games have some sort of interactivity and/or mini games as well. It has been done, over and over again in games much older than Cyberpunk2077 and it's an amazing way (when done right) to immerse the player in the world.
That alone would start to change how the world is interacted with, would give reason to explore said hub looking for new unlockable quests from time to time, going to every bar on every district in the city to talk to NPCs with interesting new dialogue and possibly some new hidden quests depending on the way you talk to them.
Much better than having the cellphone being the largest way the bulk of sidequests are delivered to the player.
That small change would start fixing so many things...
And it uses all they already have, no major engine changes. Just the assets and tools already available. The new dialogues and quests doesn't even have to be dubbed, just well written and subtitled.
On every single missing feature post and request post this is what I always see over and over: lack of extra side content, reasons to explore the city, lack of interaction with the city.
So the way I see it...
Asking for quest and interaction hubs (in which you talk to random NPCs in said hubs to unlock hidden branching side quests instead just getting quests via cellphone) is not a huge thing. It's actually quite a basic feature and not even close to any kind of hardcore overall, but it would go a loooong way into adding much needed immersion and more content to the game and the city which currently feels empty and would give a reason for the player to explore said places from time to time not knowing if news quests and lore dialogue unlocked or not (say, a hub per district, the bars would be a great place for it). Said hubs could have mini games, and interactions animated with foods and drinks (like drinking the Jackie drink in the afterlife could give the player a one hour bonus for using revolvers and his bike, and so on), again: they already have the animations and the tools to do that, it's done trough the main story, just sightly improve upon it.
Same goes for having Pacifica turned into a NPC warzone with NPC gangs killing each other... no major feature, no giant effort or overall, just work with what they already have to improve the game.
Thank you so much for reading trough it all, really appreciate it : )
PS:
Square Enix and Hello Games are two contemporary examples of just how much can be changed /added into a game while keeping the core engine intact and just working with the tools and assets you already have, in less than a year with less resources and man power than CDPR. After FFXIV Square Enix stocks feel harder than CDPR and they actually were in the very brink of bankruptcy, they had but one last single shot at fixing FFXIV with what they had and that was it, and they pulled it in less than a year, the game totally different and much improved and today has many expansions and a big loyal player base.
Even looking at Witcher 1 and Witcher 2 and they enhanced editions are prime examples of just HOW much they can change and improve a game and add new features to them in less than a year, complete improvements, new textures even, new NPCs, quests and features. Witcher 3 and it's free patches and paid DLCs, same thing, a year and a ton of changes, improvements, new features, new areas, a lot more dialogs, game changing additions... CDProjektRED did all of the above. It's no different with what Cyberpunk 2077 NEEDS, and that's the key difference: none of those games needed any huge improvement or new content and features to really be any good, none, yet they received, a lot. Now 2077 actually needs those "extras" to be any good of a game which means they should work way way harder than they did in the above titles.