Circa 2450.
The bloated Federation has grown decadent, insular. Worse, the other major empires are faring no better, leaving much of the explored galaxy at an uninspired impasse. Groups are splintering off in every direction. Piracy has returned to the borders of Starfleet jurisdiction. Unknown attackers are assaulting peaceful envoys. Paranoia is everywhere.
The dream of "Enterprise" seems bleak.
A new crew is chosen. Against Federation advisory, a small affiliation of individuals loyal to the old way of reaching out to the next star and boldly going build a starship in the fashion of the antiquated explorer vessels that continue to inspire them. Their mission is simple: return to the ideals of heroes named Kirk, Picard, Sisko, Janeway, Archer. Find something wonderful, something beautiful and revolutionary, that will snap Starfleet back to its senses and save the United Federation of Planets from itself.
That mission statement proves aptly worded, however, when the discovery of a region of space glorious as it is dangerous leads to a one-ship war against the very conquerors who have been striking Federation worlds and helping to sow discontent in the political sphere. Cut off from Earth, this untested crew must forge alliances, unravel ancient mysteries, and hold true to the guiding principles upon which they struggle to maintain. Enemies are everywhere -- even on board.
Subsequent seasons would see the ship successfully returning to our part of space, with plenty of influence on the galactic stage given what the crew has learned. Familiar races band together, exploration returns to the forefront of a refreshed Federation, the crew splinters off into multiple ships and stations, and the quadrant fights a continued shadow war against the implacable foe the first season introduced.
I don't know, just a vague, written-loudly idea that popped up once I got to thinking about how Kurtzman likes to do things.