A direction I'm not overly fond of with Andromeda, or I should say disappointed with, is how the return to Mass Effect 1 style exploration and open worlds is a bit undermined by how populated and established the open planetoids are (so far). I still really enjoy them and I'm stoked to see BioWare give the concept another crack, as it's a component of the series I actually feel betters it, lamenting their loss in ME2 and ME3. But unlike Mass Effect's sparse planetoids and nothingness, Andromeda's planets are everything but. They're not uncharted worlds for anybody other than yourself, and while I still like exploring them, landing on a planet guarantees you're going to see and experience structures, creatures, and events that have an existing presence. Aliens have already visited, establishes research outposts, bases, and so on. There's always a presence of a sentient species who've long made themselves home.
For a premise that has you travelling so far into the unknown, to breach the unseen, the game is sorely lacking actual feeling of agency in being a pioneer. Now that I've been familiarised with the locals and the core mysteries, landing on a planet guarantees I'm going to engage with these things right from the onset. I'll land, and there will be some story introduction, some kind of setup to the planet, involving the Kett with Remnant and/or Angara. And it's cool, I like it, but there's yet to be moment where I land on a planet and the game just says "go", the planetoid itself a silent mystery for me to explore and uncover at my own pace, with an atmosphere of loneliness and solitude.
Or in short; I feel Andromeda is definitely doing some great things with the game design concept of Mass Effect 1's open worlds, of which modern technology permits, but it's yet to even come close to the atmosphere and thematic devices of the aforementioned in its execution of these open, uncharted worlds.