For HCE:
my #1 most important term other than PSTs/material would be mobility. It can be worth 100+ elo if done correctly. The best impl I know of is to have a lookup table for safe mobility squares, for both the middle game and the end game, (i.e. a rook in the middlegame has 15 possible bonuses, starting from the bonus for having 0 squares to go to, up to the bonus for having 14 squares to go to). It's a decent amount of parameters but nothing that texel tuning can't handle.
I also added the original idea of forward mobility into my engine; it works just like normal mobility, but you only count squares that are forward on the board from the side's point of view. Adding that (with the same structure of bonuses) alongside normal mobility brought me 20 Elo.
Next most important to me is pawn structure. Especially passed pawns. Those little buggers can be extremely strong when advanced or if it's in the endgame, and you can either use a PST for them or just give a bonus depending on what rank the passed pawn is.
Doubled/Isolated/Backwards/Connected Passed/Protected Passed pawns/all that stuff aren't that important individually (maybe like 5-10 elo each), but there's a lot of them, meaning quite a bit of total elo to be squeezed out of that.
After that I would probably go with king safety. It's kinda hard to get pawn shelter and pawn storm and defender strength and all that jazz to work, but the basic king attack table (in the "Attack Units" section of this article
https://www.chessprogramming.org/King_Safety) alone is worth a lot.
My experience with space evaluation has been that it doesn't work, and I would avoid it for now.