I'd throw money at the screen if someone announced a high quality x-wing space combat sim.
Set up a galactic map that guilds/squadrons could wander through in capital ships, battling for territory? Oh yes. The ability to enter battles after they've begun to escalate them so that small skirmishes had a chance to turn into fleet engagements? Oh. Yes.
My heartbreaker X-Wing game would also include a Homeworld-style perspective commander screen. In theory you'd set a flag on your profile that you're willing to be a commander before a skirmish/mission begins. At the end of every battle, you have a very simple thumbs up/thumbs down on the commander. Similar to how Overwatch lets you vote for players end of game. Highest reputation gets to be the commander at the beginning of a mission.
Commanders set target priorities for squadron wings, waypoints, and basically can keep an eye on the larger battle and redirect forces without the pilots having to constantly scan mission critical targets to monitor them. They also have the option to escalate the battle and call for reinforcements.
Pilots in this heartbreaker earn XP both for their piloting skill and their abilities to follow orders. That way, if you have a crappy commander, you still can earn progress. Or if you have a great commander but are not the greatest dogfighter, you can still level/progress.
Leveling contributes to Squadrons, and allows the squadrons to pimp their home base, increase strike range, unlock new mission types and ship types, etc etc...
For people not in groups/guilds, you can always hit instant action fights throughout the galaxy. You fill in squadrons that are under strength, you can jump around pretty easily into battles across the galaxy, and while you can help individual battles you can't project force and seize territory in the galaxy map like a squadron can.
Anyway, that's my heartbreaker x-wing game.