Only thing I'd want to do as a Feature Request™ would be a way to create (what I call) Merchant Portolan Charts of sectors, where the encoding of the visual language used for sectors and subsectors tells you more information at a glance.
Here's the iconography that I used for my LBB S3 Spinward Marches (re)mapping in 1105 effort (
#175-#179) and what the results looked like when I got done (
#185).
I know that I've shown this demonstration of the "useful effects" that result from this shift to a new paradigm of color iconography, but there really is a "seeing is believing" effect once you put it into practice.
Take this "jump map segment" I made for merchant operators who want to exploit the opportunities of District 268 in other posts of mine before.
At a glance, I know where all the rich worlds are, the poor worlds, the agricultural and non-agricultural worlds, the desert worlds, the ice capped worlds, the hostile atmosphere (A-C) worlds ... and so on and so forth. The world name font tells me if a world population is 0-4 (underlined italics) or 5-6 (italics) or 7-8 (normal font) or 9-A (all caps) so I don't have to go around checking every single UWP for population numbers.
If I want to know about opportunities for wilderness refueling or the availability of starport fuel services, I can just look at the ring color.
1632 Milagro might be a bad place to jump without additional jump fuel reserves.
Why?
Type E starport, so no fuel for sale.
The world is ice capped, so liquid water is not available for quick wilderness refueling using fuel scoops.
The star system has no gas giant ... so if you need (unrefined) fuel, how good are you at MINING the polar ice caps ... without drawing the ire of the local government which imposes a Law Level: A on the world? Point being that if you aren't extremely careful, you might run afoul of the local police forces and be brought up on charges of illegal mining of whatever little (frozen) water exists on the mainworld.
1233 Flexos might also be a bad place to jump to without any additional jump fuel reserves.
Why?
Type E starport, so no fuel for sale.
The atmosphere is code: A with a hydrographic code: 1.
That means Fluid
Oceans Shallow Lakes composed of something that is not chemically water and could potentially be difficult to purify into refined starship fuel.
The star system has no gas giant.
The color iconography coding scheme I developed gives me ALL of that information
at a glance without even needing to dig into the UWP details. Likewise, because of the world name font work for population sizes, I can tell which worlds will have "developed markets" with lots of passengers and cargo awaiting a tramp trader to come and pick them up for transport ... and which worlds will have immature markets lacking in demand and volume, potentially meaning that going there may force a starship to operate at an economic loss due to insufficient demand for ticket services while overhead expenses remain constant (and potentially expensive!).
I'll understand if this kind of hex map generation simply is not possible to do with the APIs that you are using. I was only able to do it by direct copy/paste editing of the .png file image produced by Travellermap, overlaying world names and icons onto a generated map of the sector (or jump map, as the case may be).
Furthermore, the color scheme that I chose works best on a black background ... which works beautifully on screen displays ... but would quickly run into contrast problems if done on a white background for a printing on white paper.