I'll pay $50 for Destiny 2's content AS a DLC in Destiny 1.
If you reversed the special ammo nerf (which would be unnecessary), threw in "Osiris", and made SRL available again, I'd make it 100.
New super abilities:
[spoiler]Warlocks: mind control to turn enemies against their allies (duration and number of enemies effected based on class build and size of enemies targeted), stasis/stun-lock charged melee, healing/buffing aoe effect grenade override.
Titans: duel wield machine guns with light infused explosive rounds(first-person, armor buff and movement speed reduction while active), short-range wrist-mounted flamethrower as charged melee override.
Hunter: super replaced with advanced utility abilities: hologram projector, wrist-mounted explosive dart launcher as grenade override, deployable arm-mounted personal shield as charged melee override (first-person, no movement speed penalty while in use, no weapon operation while in use [no melee while in use])[/spoiler]
New vehicles:
[spoiler]-Twin seated patrol tank (one driver, one gunner)
-Powered frame (flight-capable EVA armor frame, no weapon capabilities)
-Giant robots[/spoiler]
I'm in high favor of this, but I've noticed sizable opposition that doesn't share the same option.
[spoiler]Grew up playing Wing Commander. Would love a raid that has us in space to take out a ship's engines then fight our way into the hanger to take it out from the inside.
Would be a nice twist if the "raid boss" was actually a squadron of enemy aces in custom fighters.[/spoiler]
Or battlefront 2.
Or wing commander: prophecy (though you only landed on the station, not fight inside it [but engines are a key target most on larger ships]).
Definitely not the most original concept, but it would be fun.
Also having 5 or 6 unique enemies attacking at once that adapt and alter their strategies based on the order you destroy them would be more of a constant, flowing boss fight than the bosses that repeat phase patters and rely on gimmicks to pad out the fight.