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Half of it's already in the game in the Nuka World raiders choice. But the extent of that is obviously limited. The various faction fetch quests we do are kind of a 'simulation' of the rest, but yeah it's not really going out there and doing escort missions or repair jobs (aside from there are a couple repair-the-fog-condenser missions in Far Harbor).
Looks like a lot of micro management to me.
I would only wish that the engine had been coded properly enough that when you get a normal settlement mission, "ghouls/bugs/raiders 'around this area'" would MEAN 'actually around the corner' and not 'literally across the map'. I'm pretty sure that there are mods that have manually changed the spawn lists for the locations of said types of quests, but I do also believe that it TOOK manually doing so, rather than just saying to the game's code, "only x distance" because it just does not understand that at all.
TBH, Settlers are annoying and only useful for growing food that can be made into glue.
When I play the game the only strategic thought I have in regard to the settlers & settlements is which settlements will eventually become my raider outposts, which ones will be vassals, which one will be the dumping ground for the discarded companions so I wouldn’t have to interact with them after getting the perks (usually Longfellow’s cabin), which one will be the Hub (usually Starlight), and which one will be my glorified loot depot (usually Vault 88). That’s more than enough for me.