My issue, that i have been addressing to a small extent with mods, is that there is no end game. minecraft sorta has an end game with the ender dragon. But there are a lot of things to do in minecraft. 7 days is a weird game for me because i get very hyped after a release, play non stop for a week, then after i hit a point i quit. Once you hit the high end tiers of equipment why continue? In linear games you defeat the boss, put the game away, then move on. With 7 days it gets tedious after a bit. 7 days has some amazing things that separate it from other games. The pois are astonishing. It feels like i am in real world buildings. I know this has been improved. The jumpscares and danger in the pois are good as well, and horde night is fun.
Is that endgame goal "ender dragon" really so much better? You play for a week, kill the ender dragon and then you quit because the game says you are finished. In both cases you had fun for a week.
Now having a goal the game sets up for you but which you are able to ignore or continue after reaching it is definitely a bit better because it gives you one more option. No question about it. But I think the secret sauce in 7d2d, minecraft, factorio and other games that last for hundreds of hours is not that single goal.
I have found some amazing solutions in mods, and i think they give insight to how the end game development should go. The game falls apart with the end game and with the quests. with the quest i get annoyed when i go into the same poi multiple times. When a poi is raided by the player those quests should be removed from the pool, if not permanently then at least with a cooldown. Or have poi specific quest chains. Once they are cleared then you go back and set something up, or clear out bandits/ ferials, or move in.
AFAIK solving the multiple-POI-problem is part of the RWG overhaul done for A20. It will certainly improve the game, though anyone having played thousands of hours will know all POIs. There is no way I will ever see waterworks with new eyes

This dilemma can only be solved somewhat by the modding community. Only the community has the man power to get a reasonable influx of new POIs into the game that will make a difference. All hail compopack!

Age of oblivion found a crazy solution that i think should be made in the real game: citizen collection quests. Traders giving too much ammo? nerf that. People hating the nerf? well have a special quest chain for trader joel to collect brass, lead, and gunpowder so that everyone gets ammo. The reward is some xp, but all ammo rewards will be doubled for quests. Give the traders a merchant level, that gets improved if you do quests for them.
Dynamic random quests would help too, like have courier npcs running around and getting into trouble, maybe give them smoke bombs that indicate they are in danger and you can run up and give them first aid/rob them. Stuff like that, stuff that makes the world more active.
House flipper is a popular youtube content. The game is a crafting game, if npcs come into the game, then why not have a crafting element? why not flip and fortify houses? Have a community style gameplay that state of decay tries to do but messess up because they suck.
merchant level aka reputation and NPCs are both features that seem to be on TFP's To-Do list, just how much NPCs will factor into the game, no idea.