Easy ideas:
Lowering the rate that “things” happen. Events ofc, but also how many points sci gets (or make things cost more), the babysitting of engie/botany jobs, the grind of chems, even roundstart power with engineering.
Then increase the “get together” aspects, make eating and drinking more frequent, take longer to preform, require you to be stationary (maybe you choke, trip or spill if you want to go further than just canceling).
More indepth stuff:
collision (ik im a heathen)
Make a “job of the day” for command to work towards occasionaly, not just because its life threatening, but because “this station needs more green space, please create an ‘outdoors’ room” order on command’s PDA or character menues as prior orders, or something to vote on.
Also encourage people’s play with a “pension” number that increases with hours spent in jobs (just job time X pay for each job or something).
Make the job request thing on the PDA something you can broadcast as a request with a pension transfer for satisfying the request, or a promised reward.
Provide (post round) ERT roles at CC that open when evac launches.
Provide more “moproach” like ghost roles that are useful, but unimportant. A medbot equivilent that syndicates could interact with could be fun.
Make a non NT aligned (but still “crew”) trader role that takes the place of the ATS, making requests instead of the cargo request board (even if they are literaly just an inbetween person). Perhaps with limited time deals, a small side cash income or something else entierly. They still have to come to the station for food+drink, and are in close contact with cargo, and maybe even salvage is part of his group.
Provide sub-jobs in departments that are not “restrictive”. EG how paramed is for med, as apposed to an atmosian in engineering. Round start people could chose “robotisist”, “anomolist” or “artifacer” as “sub jobs” to scientist. Or “mailman”, “trucker” and “runner” for cargo tech. They wouldnt have extra responsabilities, but would let you say “I signed up for fixing robots” or something and ensure you have the job your character is built to RP with.
Give science a “licence tech” passive income for the station, where the tech they research gives the station a small boost to passive gain. Perhaps at a larger research cost.
Throw a cheap, many use “quick fix” tool to atmos, where you can then upgrade the quick fix to real walls without spacing everything so it doesnt always take a whole rcd or a bag of mats to repair the same 3 shattered windows at evac every time. (Even a dedicated “tools and mats” belt, or suit-storage would be great)
Make some roles such as chaplin, psych, and lawyer have something in game to work for, even if its a semi-randomly generated paper they can ignore in their offices.