So I've mentioned this in a few threads out there, but I thought I'd consolidate my thoughts into a post of its own in the suggestions forum.
One of the parts that I liked about Tabula Rasa was the concept of allied forces being overrun at forts and having them being taken over by the enemy, as well as taking them back from the enemies and reclaiming it for the good guys. In a way it made the forts seem "frontier", vulnerable, like they're there but barely safer than the wilderness you can see over the walls. It seems to be a popular opinion in those threads I mentioned.
One of the suggestions customers are looking for is exploring the over world of this planet we're stuck on. I'm not sure if it should cost energy or not (they suggested not), but I figured "exploring just to explore is kind of lame." What if, instead, you went out and tried to establish outposts for the bigwigs in Haven. You (and probably a party) will go out and clear an area some distance away and set up a small encampment. Maybe as a guild sponsored thing (a possible money/mineral sink!) which could be expanded with further investment. The encampment would play host to a few NPCs for selling stuff (just like Haven, or perhaps rather more like Moorcroft/Emberlight). These towns could also play host to a gate (minimum 1, but perhaps also as an expansion option you could have more?) which would be an alternative point of entry into the Clockwork.
The hitch however is that unlike Haven, these aren't secure locations. Upgrades might make it easier to hold off the wilderness outside, but the outpost will be under periodic attack by wolvers, gremlins, and the like. If they make it into the town and start terrorizing the NPCs, they'll leave, and eventually the outpost will become abandoned and require that someone come along and reestablish it.