Suggestions:
Minimal or no interaction with "official" characters, especially protagonists - A personal preference of mine, I think the setting itself is much more interesting and would be more fun to explore than work with/for protagonists.
Moral ambiguity - Another charm of the setting is that most people seem to be just doing whatever it takes to get by. I would prefer not having an "epic save the world" goal right off the bat, but if we move that way, it would be fine. I like having to weigh the options of whether or not to rob "that one jerk" to help ourselves get by, even if it hurts him.
Ship customization/upgrading - One of my home group's favorite parts of an ultimately failed Fallout-inspired game (though not for this reason) was the basically tank we created from a burned out SUV we found. We took it and my character was slowly adding upgrades from junk and weapons we found. In the end we had an armored vehicle with a killer engine, and three mounted guns, one fixed and two that could move around to several mounting positions. Something like this could be cool in a game, starting with a crappy ship and slowly tricking it out.
NPCs that we can love and hate - Kind of generic for all RPGs, but several if not many interesting RPGs. If they are interesting and "fleshed out," I think we as players will naturally come to love some and absolutely hate others (regardless of your original intentions, we will probably do this). So basically, several recurring NPCs that have good characterization.
Haven't looked at the rules yet, but maybe some type of house-ruling for a streamlined combat for certain situations. Examples could be a situation like, "I walk up to the bouncer, pull my pistol, fire into his head and walk in." Something where we could resolve in a manner of a few rolls the outcome of a PC versus a single person or shooting in the leg and subduing them, and if we fail, the reverse happens or something. Like I said I haven't looked at the rules yet, but we could probably work something out. The main thing is to be able to do some cinematic stuff in a fight that we would probably win without having to actually do combat and keep the story moving. Though I don't think that all combat should be resolved in a matter of 2 rolls or whatever.
That's all I can think of right now...