I preface my remarks with the disclosure that I'm very new to the game (about a month), as I progress I like to share and get feedback from the community.
What is the purpose of a base? It is a sanctuary for rest and recuperation, a defensive structure that protects the inhabitants from hostile forces and a repository of essential goods. Usually the development path is based on a layered approach without much thought given to a blueprint as the players are more concerned with the very demanding needs of the immediate moment. I've seen many different designs, some rather chaotic, others that appear to be very orderly, some with lots of "toys" but not much thought given to a proper layout.
In my opinion a good base requires several characteristics, location, defensive capability and efficiency. The first one is easy to learn, the second requires more application and the third is by far the most challenging. It is the third one I'm most interested in for the simple reason that a well ordered, well stocked and efficient base provides a critical element, time. Many players don't like hanging around bases, they enjoy going out on missions, if you have an optimal design you'll maximize the time they have to do so.
So..efficiency. Small footprint, easy to maintain and very intuitive. Drop a new player in and they have it figured out in less than a minute. Here are some bullet point ideas:
1. Don't create a mass storage center with 20-200 chests. The chests should be broken down into clearly delineated groups, armory, raw materials, finished products, etc. To make it attractive you could build small walled in compartments with a sign in front (obviously the beta version has some predefined capability for that). Where you have grass, saplings and other things planted which can be stored in chests, keep the chests right next to the product you're harvesting (also have a second chest for fertilizer). Next to each flingo have a chest with fuel supplies. Players may also elect to have a private chest in another area. Another idea is to set up an area for the three seasons that are challenging and have chests for each one with corresponding supplies.
2. Walls of course don't add much value other than for aesthetics so they should be kept to a minimum. A small footprint is good as it minimizes maintenance, for summer perhaps 1-2 flingos are all that is needed (one player doesn't have that but how are fires prevented?).
3. Obviously iceboxes and crock pots need to be so close that they stay open, you could have one icebox for raw materials (or two) and one exclusively for finished products.
On defense, one possible solution is a circuit of tooth traps (like an oval), when hounds attack players assemble and then run the circuit, within 2 laps all the hounds should be dead. Tooth traps are very effective but very high maintenance, there has to be better solutions out there.
Well, I have lots of other ideas but this post is getting a little long already, would be great to get some feedback and see what other ideas people have come up with.
At some point (done this before in other environments) I might run a contest for the best base design with a cash prize, would be fun.