Just in case you haven't gotten the point yet:
N O C A M P I N G.
Random spawns--bot parts for the Dodga quest work well with bots being scattered in various places.
Sided--in general, we need more sided content! Hint: put common resources in political or 0% zones (carbonrich rocks in 4 Holes is a start).
Profession specific: especially, for god's sake, for fixers. Thanks for the shop, now please repay our patience with a profession fix, weapons worthy of the name, and something to offset our dark blue nano skills. Missions would be a fine way to do this--traffic in illegal stims, blackmarket prototype implants, counterfeit identity chips (like the currently nonfuctional OT epaulets one of the named leets drops) ... something. Please. Give my (in game) life meaning. Sorry, should move that rant to fixer forum, but I'm sure other professions (crats, adventurers) feel the same way.
Semi-Dynamic, Story-line, Outcome driven quests--Clan NPC urges you to help drive OT forces out of some contested area--bring him OT armor (or badges or pinkies or heads or t-shirts) for some sort of reward or membership (hey, this would be a fine way to introduce those clan-specific organizational advantages).
If some specified quota of badges/pinkies/heads is turned into the NPC during a month or so, the contested area goes clan. If not, perhaps it's reinforced by OT troops (boo), and whatever resource in that area becomes harder for clanners to get.
You know ... it'd be great to be able to blow up assets of the opposing side, construct larger and more versatile bases in our own areas, take back contested territory ... and I don't think it would be all that hard to do. If you have some sort of inventory tracking code for store kiosks, then have "delivery" missions--outpost X needs special gear to construct a defense perimeter:
One side transports units (unique, no drop) of the gear--or escorts NPCs or NPC vehicles carrying the gear--to the outpost while the other side is tasked with killing/destroying the NPC/NPC vehicles and bringing back some (unique, no drop) proof. Hell, make them pay for it, introduce a much needed cash siphon into the economy.
Introduce the "outpost X" mission in patch X1.0, and tally results before patch X5.0--if the first side wins, the outpost becomes more established, with insurance terminals, stores, other amenities. If the other side wins, the outpost is turned to rubble--rubble guarded by NPCs of the victorious side.
You can build on these quests, too--Help Build a Whompa/Grid Term at Outpost X / Help Free/rebuild Captured Outpost X.
Hell, you could give us promised game features this way--help the CoT establish guild housing by transporting construction materials from clan-held mines in contested territories. Or make the mines themselves contested so OT and clanners have to fight over those resources.
I could easily continue this train of thought for hours, but until I'm on the FC payroll (instead of the other way around), I figure I'll go play the game instead.
Oh, and one more time:
N O C A M P I N G.