I don't really want to say anything concrete, because only ideas have been thrown around and I don't want to even allude to anything that might create an expectation, but you can break down the problems that industry currently faces into relatively neat boxes:
The current state of industrial gameplay (in my view) is that non-combat ships basically have zero design thought or challenges. They don't face any constraints, because they have no need to be compact, durable, manoeuvrable, or pretty much anything else that combat necessitates. You can put down one of each factory - multiple if you want faster production, I guess - and some mining lasers / manipulator beams, but at that point you're done. Their layout doesn't matter, and they're all just single parts that each fulfil a different niche (and the only parts to fill that niche), so they become essentially required.
On top of all that, the entry cost to industry is enourmous, especially at the start of the game. There's no real 'progression' aside from the more expensive factories, either.
Sorry, this is a bit rambly (I am in a voice call, and talking+thinking+typing is a hard combo) and doesn't directly answer the question, but I hope it gives a bit of insight into how I reason about the industry-gameplay problem.