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* research lab
* quest hub/conference room
* item storage (you can have scouts collect loot and deliver it to your store)
Also no place to store your illegal items.
And "that entire storyline" isn't really all that long anyway. Though if it bothers you that much you can start with it already done after having done it once, either with the Accomplished Scientist start or a custom gamestart.
Don’t put production modules on it and leave those for dedicated stations instead have ton of storage and enough resources for multiple jumps and you have yourself a shipyard that can sell to whoever you like on the go and once it low on resources jump back to the dedicated refuel spot
But to the OP, yeah, the functionality you're already aware of(plus it's mobile capacity) is basically the extent of it. It is otherwise ignoreable. It definitely doesn't need to be your HQ.
That's what I did for most of my game, till I decided to use it for some ice refining in it's spawn location.
you win
That said, I do like Wraith's mobile shipyard idea and I may adopt that myself. I'm just disappointed that the HQ is so... what's the word... underwhelming, perhaps.
I have mine ringed by a bajillion plasma and flak turrets set in defense modules all the way around the perimeter of the plot. It also has about 2000 defense drones. I just warp that puppy right into enemy territory and use the telefrag shockwave to blow up their shipyards and defense stations. Then they naturally throw every ship they have at it, which are all promptly vaporized once they get within the station's defense range.
Ok, *that* is awesome. Between the mobile shipyard idea and this, I may be gaining a new appreciation for the HQ.