I think the Vincent questline is bugged after gain the car. My relation with him is 24 and journal says progress with Dom quests or wait. After killing Dom (and after more than 400 gamedays) talking with Vincent asks if my car is ready, so I think I not find the bunker with the code (or what, as I remember from my past playthrough) and cannot find carparts in normal way to repair the car, only if I add through the cheat menu. (Also I found 143 fuel can until now which is more than plenty atm).
So it's necessary to hold back that trigger so long, or is everything is ok with the triggering condition?
And at the end of the Isabel questline she suggest something about brothel, but it isn't too late to implement as a late game content? (I mean at this point I'm sure players have a full developed colony and lots of cap and wares but only with basic economy with food supply problems and almost full guesthouse and basement cells).
If I can suggest some things which can be spice up the economy (I know the devs has plans, but it isn't hurt if I share here my opinions, right?):
- add a plowfield what allow produce hayes and some flower (logically after the horse quest and after that that horse can be use locally)
- add animal husbandry (barn) where can produce more food from hayes, also rename gardeners fo farmhands, (and maybe allow hunters to capture roes to be authentic) (or using up that 'duck's from tapes 

 )
- add more shops like candy shop, hardware shop to trade with that wares what you can't atm (and can be use up more shopkeeper)
- maybe add a workshop (upgradeable later to factory) with workers (merging the functionality with the miners) where can produce things
- bring in the settlers as a new cast (not-slaves, more than guests but with limited 'possibilities') also add the ability the guests become settlers (to fillup those empty shacks) also add the ability to meet with settlers (or citizens) at public places (exept in your home, guesthouse and the basement)
- mechanics can be role to upkeep the settlement's repairs (walls, solar panels, batteries, maybe buildings too)
- maybe shopkeepers can be form with guards in a caravan and sell surplus wares or acquire required goods with better price
- add bar facility (with production chain like hayes->alcohol->bar->happiness bonus and food->bar->happiness bonus) where can be meet with your settlers (also open a cook, maid(as barmaid), and shopkeeper (as bartender) positions within
- especially I would give the brothel here to the settlements, only after the bar (maybe first a stripclub and later as upgradeable, also gloryholes as optional)
- extend the cook trait to multiple the food production with percents or just add +2 food as do if they are maidwardens
- raised maidwarden cap (this only one isn't enough imo)
- also be good to see a captain of the guards who can do some task above guarding (like training, scouting, recruiting)
- maybe a dedicated training facility (gym) to redeem that pile of dumbbells
- more various public facility (like pillars to raise order, punish the lawbreakers, or put someones to public free-use)
- maybe a dedicated administrator or right hand to predict events
And last I don't really like the happiness oscillations (most of time they happens without reasons explained), neither the submission decay (I don't see the point of this atm).