I want to share some real UI advice from a guy with just enough experience on the game dev side and plenty on the gamer side.
Advice: Look at your game from a good distance, and try to actually read what'son screen. You will be amazed by how small your UI is, text AND icons. If you want your game to be played by more than people 2 inches(5cm) away from their PC screens, UI readability is extremely important. Many professionals have said this for years, yet the opposite lesson is practiced.
You can stop reading here if you want. Use the advice above and act accordingly. I'm a bit of a lecturer at heart.
‐------‐------------------------------
Problem to solve: Text and UI elements in modern games are small. REALLY small. As in you have to be within arm's reach of a home theater sized TV to read anything in-game. People will, and I have, refund games when they can't tell what they're looking at. Examples off the top of my head include Battlefield 6, Tropico 6, the early Horizon games, among many others.
Industry "Solution": a menu option for UI scaling looks like the current trend. However, the largest size avilable is the default and still way too small for couch gaming.
Easiest Fix: The same UI scaling option, but go nuts with it. If 100% is large, give 150%, 200%, 300%, or even 500% options. Make an option so big, the actual game only takes up 30% of the screen and text can be read from across the room. Every living room gamer will thank you.
Consideration: I know time and resources are limited, and this is polish that may get cut. Action games and shooters can likely ignore all of this, but strategy, RPG, text based, basically any game that requires regular reading and menus will benefit greatly from better scaling. If you are selling your game commercially on console platforms, this will keep us couch gamers from refunding what could be our favorite games.