Are you aware of Arexack-Heretic's Cargo & Wrecks
? Some of the things you are mentioning here are already in that (like fuel-pods, and by the way some of them cause a fuel-leak instead of awarding fuel).
I like the retry- and the jamming-pod, and the exploding pod.
Adding a little risk to the game is good. Not all OXPs should make things easier
for the player (see Flying Dutchman.oxp
(On a side-note: next to all the get-rich-fast schemes that have been developed recently I really
would like to see a get-poor-fast scheme, just for a little variation.
As far as big pods are concerned I have a question: What are you planning in respect to the player's (or any other scooper's) cargo capacity? Many players find it annoying that you already sometimes can scoop one pod more than actually fits into your cargo hold (happens if you're almost full and then scoop a couple of pods at once). But how would you explain that a ship with let's say 5t cargo capacity could scoop a pod which contains 10t (or even 100t) of cargo? And would that ship be able to repeat this five times, ending up with up to 500t of cargo in a 5t-cargo bay?