Should a new Star Control contain strategy elements?
Star Control 1's main game mode was 4X-lite turn-based strategy + action, Alliance vs. Hierarchy. Both sides would move ships around the starmap, construct new ships at Starbases, build mines and colonies and fortifications, and find Precursor upgrades for their ships. And some ships had special abilities they could use on the strategic map. The Syreen, for example, couldn't recruit crew at Alliance colonies, but blowing up Hierarchy colonies would max her out at 42 crew. When two opposing ships met at the same star system, there would be a Melee-like battle.
It's pretty cool really. While it's rough around the edges and SC2 is better, SC1 does offer something special and different from just about any other game. Even other turn-based/action hybrids (a very rare genre, and some of them like Archon are also developed by Paul Reiche/Fred Ford!) generally don't have things like mines and colonies.
SC3 tried to bring back some of this back by adding colony management, though it didn't really add much to the game or work well.
So should a new Star Control try to integrate strategic gameplay into an adventure mode? I think it's worth considering. Some would say "no, look at SC3." But I think colonies were actually a good idea in SC3 - they were just done poorly. Establishing colonies and bases could add a lot to the game if it's done in a way that feels like it has real consequence.
And if they're going to start early in the Slave War with Chenjesu first contact, it's actually a good spot in the timeline to do this, just when earth is first exploring the galaxy.