TL;DRBlueprints that utilize patterns such as various forms of tiling or 9-slice scaling to scale to any size.
What ?There are a number of different patterns that could be useful in combinations with blueprints. Pathing, 9-slice, simple repeatable tiling & various geometric patterns are all useful for different structures.
A 9-slice could be used to place a wall pattern complete with turrets, belts and inserters to feed them, and power for them (along with optional fills for various types of bases)
Pathing could allow you to create your own sets of train tracks to interconnect which could then be utilized almost identically to the rail planner to create sets of tracks that are properly connected.
Various geometric patterns could allow the creation of powerful tools for filling large areas with structures (such as sets of boilers and steam engines scaled to an arbitrary size by flipping every other row with belts and powerlines running at appropriate locations)
Why ?In exactly zero other games that I'm aware of would this be of any value. But this is par for the course in factorio. You progressively learn more advanced techniques for doing new things that take longer and are more complex to setup, but scale better. The system would have to be complex, with each pattern blueprint effectively having multiple configurable sub-blueprints that are used for the various pieces that have to be carefully configured to make sure they exactly match the pattern available, but incredibly powerful once done.
ExampleThe following blueprints could be setup in a 9-slice format such that you could arrive at a resource patch, click at a starting corner with a blueprint and drag to an ending corner and have a nearly complete base ready for automated deployment by construction bots.
Corner Piece: Settings: Default alignment and -4 padding.
Note: -4 padding causes side pieces to overlap the corners, which they're specifically designed to do.
Side Piece: Settings: Default alignment, 2 tiles internal padding, no side padding.
Fill Piece: Settings: Resources required. Top-Left alignment, -1 side padding (causes a 1-tile overlap, which means power poles are shared), no top/bottom padding.
Final Base: Note that because the fill piece is set to "resources required" it only attempts to place the fill piece where it would cover resources and leaves the rest of the area unfilled.
After that, some very minor tweaks to add in a train station, an ammo box, power and you're good to go(I'm certain I'm missing something important).
Final base w/train station, running ammo belt, etc...: Mining bases could be setup in a matter of a few moments. You'd also be provided with a precise count of resources you'd need to finish construction via a simple popup that'd show up as you're dragging to make the base. After a couple of such deployments, you'd have a really good idea of what resources a typical base needs. (how many walls, turrets, etc....)