Hey guys and greetings from the DE community 
During all coms wait for the new update, i have some ideas for a new and better expedition-system, because the core of the actual system won`t be really changed by the update. My english is not the best, so i cut my long version from DE a bit, but feel free to read it on your own if you miss something( better expeditions ).
My goal is to rework expos to a more exciting, funny and risky one. I want to explain, how we reach this.
1. get a chance for more events, if you fly a longer expedition
very easy and the first big change we need. Longer expeditions dont really make sense at the moment. My idea is, that you have the chance to get an event on every holding our. So, for example, if you holding 3 hours, you find at the first hour some ressources, on the second hour nothing happen and at the third you were attacked by pirates.
In my opinion its much more logical, that expos are planned for a longer time - why they would end there expedition, just because they found something (or nothing^^)?
Its open, if we really get instantly a message every hour or if we get a logbook, where all events are collected.
annotation: we need to think about to reduce the possible holding hours or lower the chance for events, that we dont find 10 events on a 10 hour-expedition - only for understanding 
2. need military ships on expos
Second core part of my idea. At the moment, expos are only a second way of "farming" - not very cool, because everyone would compare it with inactive farming. So we add something to expos.... risk.
When we can find much more ressources or other stuff on expos, we need to defend it out there. So it should be normal to send military ships on expos.
So we construct a table depending of 2 criterias: fleet scale (little, mid, big) and fleet class (civil, light, heavy).
scale depends on the expedition-point-system and raise over time at the servers. the fleet class should based on the ships (cargos, recs are civil, fighters and cruisers are light and all over are heavy).
So the system check the ratio of them (for example many cargos and a few destroyers are a "light" fleet. No light ships, but most of them are civil and some heavy ships).
At the end the table decides, how big is the change to get attacked by pirates or aliens. It should be designed in a way, that civil or little fleets get a much higher chance to hit by pirates, big and heavy fleets get a high chance to hit by aliens. Sure, you can find an alien-fleet with a little expo-fleet but the chance should be much lower. So we create a situation, where the player decide, how risky we want to play. We know, that we get with the pathfinder from the update the possibility to claim DFs from expos - so you know, what i mean 
of course we need to change the battles a bit - more based on coincidence and create much more close battles.
Additional to that i think we need create a chance, to reduce the rounds of these battles. (variable values based on coincidence how much rounds)
So at the end players and pirates/aliens have a chance to escape - and the player dont lose all ships, when he is losing the fight.
3. more events
not very difficult. I prefer a system, where the community get a room in the forums, where they can write there own storys - funny stuff, new events, exciting storys - to read the logbook should be much more intense. Further i would kill the "you lose all - event". When we need to fly with bigger fleets, we should reduce the frustration-factor.
4. additional thoughts
there are lots if ideas to extend this idea, bot most of them, i dont think to the end. One idea was to get a setting, were you can put your attidude (aggressive, passive, evasive), to bring more viarity in there. Second was the chance to find other player-expeditions out there (not really a big balance problem, because we want to design expos so, that a top-fleeter would never fly with his whole fleet -> too much risk based on a too big alien-fleet you can find^^).
We collect much more but i think its enough for that moment. The two core-features are much more important.
5. positive side effects
- we have a real alternative to "farming", if you want more risky and so more profitable then farming but you dont need the same skill like fleeter does, so it based more on coincidence.
- we break this straight fleet-mechanics a bit. Now much more can play with fleet, even if they dont have time or skill for fleeting.
- we get more killable fleets, so we push the activation on the servers a bit and fleeter have more arguments, not to farming planets of poor miners 
feel free to write comments and to criticize me. I talk with lots of people, before i suggest it on the DE and EN, but every one of them think its a good idea. So it was time for a bigger audience 