That reminds me of an idea I had playing one of the last Ryujin missions recently.
Light spoilers: it’s stealth heavy. I was finding the mission a bit confusing, so looked up guides. I found a Steam thread where many people voiced frustration with the mission: too obtuse, stealth system not good enough, confusing directions etc. it got me thinking.
Some said they attempted it with little stealth equipment/levels. Others, who had more success (though still some frustrations) did. It made me think Starfield has an interesting problem.
On the one hand, the game, like most Bethesda games, is so open you can do anything and everything. You can simultaneously be a pirate, a policeman, a trader, a smuggler, a deputy of one faction, a militiaman of its rival. It makes no sense from one perspective, but enables minimal friction in terms of letting the player explore and do what they want. The issue this breeds is that you can start a thread of quests, such as Ryujin, without, perhaps, being prepared for them. You can still finish it, but not in the way, perhaps, best suited to the mission designs.
On the other hand, the skill system is deceptively liberating, and there is a strong possibility in the use of buffs, specific gear, and powers. From silencing footsteps to having a stealth metre depicting light levels etc, to camouflage abilities, dash abilities, ‘see through walls’ style stuff.
The problem comes in letting the player meet a situation better suited to a specific skillset and gear/power use that they may not have, and the game doesn’t nudge you to explore that, and thus see the levels, systems and gameplay possibilities in the best light - they are there, and under appreciated, if anything. It’s a bit caught between two ends.