1. Remove the holo-sky and artificial weather cycle from Red Sector permanently.
The sector's artificial holo-skies have had serious world building baggage compared to what they bring to the game and introduce frequent contradictions and inconsistencies. For almost situations it's better to just treat them like they don't exist because of how non-comformant they are with the rest of the city's events, descriptions, gameplay mechanics, and setting. Removing the holo-sky entirely from Red Sector doesn't solve some of the issues on other sectors but those are much easier to ignore or handwave away.
This should require very few or no long term alterations to room descriptions in Red Sector because almost everywhere in Red is written as though it's dark out by default and nothing can be seen in the sky except smokes stacks and pollution, buildings disappearing into the darkness and aerial traffic. The underside of the Gold sector plate is expressly not illuminated and so should introduce no description issues to no longer be hidden, since it isn't really visible anyway.
Red Sector's weather can be permanently set to drizzling acid 'rain' as runoff from the sector above, which is extremely keeping with the theme and makes logical sense and agrees with tons of room descriptions. The other three sectors can retain their weather and skies and simply have their severe weather options disabled, because why do we even have that lever?
2. Set Red Sector to 'night', permanently.
Many parts of Red Sector are lit as described by their surrounding environmental, buildings, street lights, glowing signs everywhere, but being made permanently 'night-time', from there no longer being an omnipresent skylighting, allows for introducing more widespread use of the newer darkness mechanics. Right now only a tiny handful of outdoor areas are actually ever dark, and this would be an opportunity to flag some more alleyways and rooftops and other places as not having bright light sources which would bring this mechanic more into gameplay relevance for far more players. Not to mention making the whole sector much more dark and dangerous and in keeping with how it is implicitly portrayed.
No longer having skylighting also opens the door for making roaming streetlighting failures an on-going evergreen feature, without them being contradicted by the setting or by other mechanics, which I think opens huge opportunities for interesting gameplay just as roaming SIC blackouts have done.
Otherwise main streets could be still lit by default, except in roaming blackouts, though as noted by some players vehicles would need to have their illumination flag put back in when they're running, unless they're one that explicitly doesn't have exterior lights.