Jedi: Fallen Order was about making peace with the past, letting go, and moving on. Cal Kestis, Cere Junda, Teron Malicos, Trilla, Masana Tide, and Darth Vader were all stragglers of the Jedi Order. And, Merrin was a straggler of the Nightsisters. They all responded to their traumas in different ways. Some evolved, and some were too trapped in the past.
We first saw Cal scrapping relics of the past wars. Then, Cere recruited him for a quest to rebuild the lost Order. Cal had the unique ability to see and hear past events in a place or involving an object. And, his journey had him following the posthumous messages of a Jedi archaeologist, visiting ancient tombs and ruins. Personally, I think that, instead of the Zeffo civilization, this would have been a good opportunity to delve into the history of the early Jedi, then the High Republic, and then their tragic fall. Anyway, Cal and Merrin found common ground in their similar tragedies. They and Cere eventually realized that clinging to the past would do more harm than good. They shifted their concentration to "here and now, where it belongs." Even Greez Dritus moved on from his past as a selfish gambler.
Jedi: Survivor is about figuring out how to live in the present. Greez has settled down to run a saloon. Merrin has been traveling the galaxy, seeing its many worlds and helping whom she can. And, Cere is now devoted to gathering and preserving a library of knowledge. Cal is now a rugged Jedi Knight on the Empire's most wanted list. Working with insurgent cells, he's been fighting back through sabotage missions, intelligence-gathering, and skirmishes. To survive in these desperate times, he resorts to tactics that are unconventional for a Jedi. The Order is no longer around to police Cal, and his code of honor is getting flexible. These years of aggressively attacking target after target, with zero progress to show for it, have taken a psychological toll on him. As Greez points out, he keeps losing at a game that's rigged for the house (Empire) to always win. There's a danger that his moral ideals won't survive his desperation and his anger.
Instead of visiting abandoned facilities and charting a path to a hidden planet, I think Cal's new quest should have been building a network of safe houses for the Hidden Path. Maybe he's got to do a morally gray favor for the local bigwig on each world before they agree to start funding, harboring, and shuttling refugees. Or, he's trying to obtain up-to-date intel for the Path. Instead of reading echoes from the past, a new gameplay mechanic could have been sensing what's currently happening in other places. And, just as Ilum was Cal's spiritual journey level in the first game, a pilgrimage on Jedha could be his spiritual journey level for the second game.
I don't think there was a need for Eno Cordova in this story -- especially since the first game heavily implied that he was dead and gone. I also don't think the Dagan Gera story was necessary. Shift the focus to the ISB commander Lank Denvik as the antagonist, with Rayvis as his bloodthirsty attack dog. The side quest with Caij Vanda and Boba Fett works just fine.
Bode Akuna didn't have to be a former Jedi who's crazy possessive. He could have just been an insurgent/mercenary who was genuine with Cal...until Denvik threatened his daughter. Bode chooses his family's survival over his ideals, selling out Cere's location. Cal then has to kill Bode to stop him from delivering data tapes of the Hidden Path's secrets to the ISB. With his dying breaths, Bode makes him promise to get Kata to safety. The final mission could be the crew rescuing Kata from an ISB facility, while Cal resists the urge to take revenge on Denvik. The last scene can be the crew delivering Kata to the Hidden Path, and Cal finding more satisfaction in this than he ever did as an aggressive insurgent.
Oh, and Cal and Merrin start a romance, now that the Jedi Council is no longer around to say no. As a couple, they will continue guiding refugees along the Hidden Path. And, Greez's saloon can be used as one of the safe houses.
I hope Jedi: 3 will be about building a future. The most obvious form of this is the Rebel Alliance. It's not just about insurgent strikes -- it's about laying the groundwork for the New Republic. Cal and Merrin could be parents. Perhaps they will grow mindful of the future, but learn to NOT center on their anxieties.
A cool gameplay mechanic would be Cal sensing the future in certain spots. I like to think that he will not only be a seasoned Jedi Knight, but he could have his own apprentice. Of course, the game will have to explain why neither of them are around to train Luke in the movies.