Hmm, if shooting stars are refuse, does that mean they could possibly have baddies in them or emanate power to induced baddies existence?
Sure. You could use the magical anomalies from the college of winterhold questline.
In regards to the player being reactive, did you mean, something in the world happens and player fixes it etc.? If that's the case could you give me an example of something you would like to see?
Well, let's say your questline involved the player helping this synod engineer. The average reactive quest path might be: A, report the guy to the vigilants. B, help him out. C, Be a jerk at some point. or D, Be nice at some point. What I'd like is for the player to be able to come into the situation with their own motivation, and for the options available in the questline to be attempts at carrying out these motivations, rather than the knee-jerk reactions normally implied by the common quest structure.
For example, rather than the player simply committing the effect of "AHAH! Now I rob you!" It would be more interesting if the player could set up this engineer for failure from the start, either sabotaging the whole endeavor or only ensuring that the player will be the only one taking a trip to a daedric realm.
On a nicer note, it would be cool if the player could take the initiative on certain matters. For example, a player might reasonably predict that the synod engineer will face certain threats. A smart player could then take efforts to arm the synod engineer against these threats. Say that a book you place in the game world mentions a daedric creature in Mora's realm that can only be harmed with a certain type of weapon. In your standard questline, this kind of thing would be asked for by the questgiver. Rather than the questgiver asking for items like that, they never think of it. If the player can make the connection and realize that the item would be useful, they can go get it, and then give it to the questgiver without being prompted.