
There should be special areas where specific ores can respawn naturally. In Subnautica 1 there was the Sea Treader’s Path with a unique feature where the big creatues periodically digged up (spawned) specific ores. i would love to see more of that in 2. Looking at you big clam. Not all need to be so elaborate, e.g. the game explains how copper spawns due to bacterial activity on cave ceilings, so why not have a cave where this process is on turbo and new copper deposits actaully spawn periodically.
Making unique areas with renewable access to ores makes it useful to setup dedicated bases for their harvesting. It gives us reason to revist places, adds gameplay outside of a plain linear story. Those areas should be naturally rich in one resource and require some tech to harness the respawning nodes. That said ores should not respawn everywhere - to make certain areas give more purpose and make them special.
The conduit crystals that spawn around the Axum lightning towers are an example. But we need more of such unique places with their own mechanics.
EDIT: i just discovered metal farms for the end game. it is great to have a late game solution but the current way doesn’t creat good gameplay. I think they should at least reuse a similar mechanic of some energy solutions: like for thermal plants production efficiency should depend a lot where you place them (and which minerals you are harvesting there). Ocean water has many dissolved minerals, but its composition in reality differs a lot from where you sample it. some biomes may be rich in silica (Quatzt) while geothermal vents may contain a lot of metals in the solutions. this should affect the metal farms a lot. Made a dedicated suggestion about that: https://subnautica2.nolt.io/10820

My general suggestion on how to make exploration more rewarding and beyound a one-time experience: https://subnautica2.nolt.io/12658
Other then that, there should also be other way for renewable resource access based on creature interaction: https://subnautica2.nolt.io/8257