The schedule is amazing and i would honestly love if at some point there was a way to work that into the game 10/10 .
for like 90% of this i think you have the sandbox pretty well rounded, the issue i have with the quest tracker is sometimes i want to go take a break or do something els or stop for an amount of time and cant recheck dialogue and being able to click on an available mission for say liberation of dione and see if i specifically need to go talk to lia or go to the planet would be nice,* to keep it from just being click on the thing and follow instructions you could have it record some important milestone stuff after it is switched from available to incomplete*. another is the side missions which if you are given hints how to start I have not noticed them in 5 playthroughs of this and i just spam locations and sleeping patterns till it triggers. also, Kara has an entire quest behind Julia that is pretty easy to miss because it does not distinguish her repeatable quest star from the kara side quest star.
With the main quests, the gold star will show up on the map interface. With the ones on the bridge, Tanya will clarify exactly what the situation is and what needs to be done. With the remainder they should be activated by just selecting the room.
With the side quests, they are activated at Beehive Station. If you are trading or salvaging, you should have these trigger routinely. These are difficult to flag, as they are only active when you are in a certain location. With the location selected, I would have expected that people would visit that location at least twice a week. Trading is structured such that you need to pass though all three stations in order to maximise your profit. Similarly with salvage, it automatically sets Beehive Station when you salvage cargo.
In relation to the comments on the Kara side quest, they don't have anything to do with Julia content from what I recall. They should also be easy to distinguish from the repeatable Kara content (afternoon only) as they appear at different time periods.
There should never be a need to spam locations in an attempt to find content. If you are in the map interface and advance time from there, you know if there is going to be content at a location, as a star of some form is present. Some of these stars are repeatable content, however it shouldn't take long before you realise at what location / time of day these repeatable events take place.
From what I can gather, for players that have gone through the help screens and understand the interface, the content is not difficult to access. This is supported by the lack of queries in this thread of how to activate certain quests. When someone does have some difficulties triggering events, the majority of the time it seems to just be a lack of awareness of the map interface.
Achieving a balance between sandbox / story line and also freedom / accessibility of triggered events is not easy. It's something I attempted to address in the release of v0.30, however it may not be ideal for all. People have preferences and it's not possible to tailor to the game to everyone's desires as they will often differ substantially.
PS: Whilst the schedule is necessary for the coding of the sandbox and could easily be published in the game (Captain's Computer), I do not think it is a good idea to include. I feel that it gives the impression that the Captain is a micro manager, dictating where everyone should be, every moment of every day. The ability to spy via the map interface where everyone is at any time is sufficient.