The big question is about the adoption rate for Abyssal sites. CCP is happy with the numbers currently running the sites but would like to see the numbers increase further. Players who run the sites on a regular basis are "healthier customers", with behavior metrics showing a dramatic increase in several important areas. This in spite of player criticism of the risk vs reward balance.
One other experiment was mentioned, turning off the suspect flag for tier 4 and 5 sites. Since the CSM seemed extremely interested in the results, I'll just copy/paste from the summit minutes.
"CSM starts by asking how turning off the suspect timer affected the activity in abyssal sites, it resulted in a considerable increase but also was around the time of the Secrets of The Abyss event so hard to accurately differentiate. CCP Rise shows the CSM some metrics but it is noted the event is probably the bigger cause for the spike in activity rather than the suspect timer. A survey shows that the suspect flag was low on the list of reasons not to run them. The more common response was difficulty and cost for fits. Rewards versus investment was also a large factor factor."CCP Rise disclosed that the difficutly of running tier 4 and 5 sites is about right, but he is looking into opening up the lower tier sites to newer players. CCP is looking into giving fits and fitting advice to new players, although Jin'tan has a concern about fits for lower level sites not being visible.
On the other hand, adoption of Abyssal technology by players is falling behind hopes or expectations. Precursor (aka Triglavian) ships are used less than CCP Rise wants. The upcoming changes to the Damavik (giving it a third mid-slot) is one response to the situation. The ships are also more expensive than CCP Rise would like.
CCP Burger asked if Abyssal modules are used in fleet fights. The CSM replied no, giving several reasons. The Judge pointed out that alliances almost never include Abyssal modules in their reimbursement programs. Killah Bee stated that fleet commanders prefer ships in their fleets have uniform fits so they know the capabilities of their fleets. Sort Dragon also noted that Monitors, the special ship developed for fleet commanders, tend to use Abyssal modules more than any other ship in fleets. The consensus of the CSM is that Abyssal modules work well in small gangs, but won't change the meta used in the clashes of the major alliances anytime soon.
Possibly one of the biggest questions concerning the Triglavian content concerns the uses of mutaplasmids. CCP Rise asked about creating a new ship mutaplasmid and the CSM thought that a good idea. The CSM also asked about the most frequently mutated modules. While the minutes don't mention which ones, we do know the tech 2 varieties and the most commonly rolled. Finally, the discussion on the subject turned on what to do with bad rolls. Options ranged from reprocessing to recycling them to obtain some type of residue one could turn into a currency or loyalty points.
Nosy's take: I've run the Abyssal sites, even losing a Vagabond in the process. I don't have much to add to the conversation, except to note that if the Triglavian technology ever becomes accessible on a massive scale, we will see the major null sec alliances take a greater interest in the subject. For now, I'm happy that the feature is working well and CCP plans to iterate on Abyssal deadspace sites.
Update 6 October 2018 - Jin'taan had ideas about co-op play in Abyssal sites. At the G-Fleet meet, CCP Cognac announced that co-op play involving 3 frigates is now on the Duality server.