That being said:
Both design types in the extreme are usually lacking severely in certain aspects. Too sandbox and the average player has no idea what to do, no structure. In EvE, for example, to have any sort of significant effect on the game space one must become the leader or influential member of a massive player corporation. Anything else, and you're pretty much inconsequential. A nobody.
Alternatively, quest driven storylines can make you feel like a hero(Or villain) al-la city of heroes, but with a distinct lack of polish in other areas (Such as PVP) and virtually nothing else to do aside from missions, no matter how entertaining they are, the fourth or fifth time through it gets rather monotonous.
My concept...
Like most things in life, balance is needed to keep it healthy. Imho, various "cities" (Ie, large settlements) with vendors, bounty hunters, tinkerers, survivalists, etc with appropriate tasks that can be given to give a player some currency and XP. Out in the wilderness however, lies the true heart of the game.
Essentially, from what I've garnered thus far, mankind is once again in a sort of frontier age, with a few bastions of "Civilization" but the vast majority striking out into the world for fame and fortune. Unlike the unspoiled nations during said period however, fallout has plenty of inhabited ruins, renegade robot controlled facilities, and hostile wildlife infested caves and such with plenty of weapons and loot to be had. So a bit of goldrush/treasure hunt/colonization.
Players may be given a tip (With a finders fee) from an NPC, giving them a ruin to loot, or perhaps the location of some roaming bandits that have been causing trouble, or some lost tech or legendary proportions. The twist being that the supposed ruin just happens to be home to a player or group of players, the bandits/raiders are in fact a group of hardcoe pvpers who regularly raid caravans and smaller towns, and you're not the only one after said legendary tech.
Some kind of system that allows players to eventually found their own towns, and other still to burn them down to the ground, or subjugate them. For some to take slaves, while others to free them. Enclave and super mutant attacks, along with NPC raiders on towns and cities, or mercenary/assassin contracts on players of note, both from NPC enemies and available to certain players.
Obviously borrowing some elements of eve here, but preferably without all the damned clicking and waiting around.
Ultimately, player driven, quest supported. Sandbox mostly, with roaming NPC elements to mix things up, as well as attacks to fend off and towns to raise. Preferably without a typical leveling system, in so that a group of newbies could feasibly take on a veteran, though the veteran would have an obvious advantage.
Well, that's the gist of my ideas on FOOL being sandbox or quest based....and quite a bit of then some XD