Tested out the new build with my kiddo this weekend.
1. The Tutorial is great and I wish there were a lot more things like that... but:
A. The "set a course to the debris" wasn't super-clear, because it was well-off the screen. Might want to reconsider how that is set up.
B. The Save F5 thing isn't clear.
C. It's totally unclear what magical thing happened to the Pirate base; wouldn't it have been better to have the player participate in a Station battle with help from the Hegemony, if they chose to clean up the Pirate elements?
2. Exploration is both good and bad. It's good, in the sense that there's finally a real need for Fuel. It's bad in that risk / reward feels a bit off. To explore the farthest areas for exploration bounties, you basically need lots of Drams and lots of Fuel; this means you're not a combat fleet. But the rewards for it don't feel quite big enough to make it worthwhile; in the same amount of time spent, we can kill a lot of Bounties instead.
3. Sustained Burn is great, but the corrections to Burn for the ships never got done and the AI rarely appears to use it, so there are weird things in fleet speeds and all that now.
4. It's been more than a bit frustrating to have giant piles of Credits sitting around and nothing to spend them on that's worth buying, again. This has been a problem for ages; having to wait for a RNG to grant me the right to spend a teeny amount of my vast fortune to buy Light Needlers or Railguns is pretty lame and just adds time to grinding, not fun.
5. I really want the Exploration aspects of play to make the Sector behave in a more dynamic way. It's cool to survey stuff, but when I find a great planet, I expect something interesting to happen, like a new Market.
6. The fighter changes are great overall, but I agree with the posters who have noted that they still are too slow to actually run things down, and they tend to stay too close to their carriers when they should be chasing their carriers' targets (if given one) which makes long engagements a drag.
7. Weapon balance and ship balance is still a major problem, in terms of fun-factor.
A lot of it's the absurd rarity of a bunch of the weapons and ships, which isn't actually fun, because I don't have anything worth buying to improve my fleet and I've been cruising around markets for well over a game-month now. This remains a core issue, along with the huge slant towards "everybody has junk ships" model (which is fine, I don't mind paying a huge premium to restore rare ships, but there aren't any rare ships to be found in the first place).
Right now it feels like Pokemon Completionism, merely trying to equip Hammerheads with their correct weapons so that they're not complete fodder, for example.
The buyable Hull Modspec things are great, but I'd really prefer they were more commonly found, but much more expensive, so that buying one felt like a major purchase decision, rather than "wow, I finally found this important thing I used to level for, after a lengthy, boring search". Of course that means they'd better be worth the investment, but that's another story.
If you want to keep rarity as a thing, then let players have a way to automatically search for a location that sells <insert thing> rather than all this boring traveling around.
8. Weapon balance, such as it is, got badly damaged by the nerfs on range and the relative difficulty in obtaining ITU, for Frigates and Destroyers and the relative weakness of Captains. While some of this was a relatively-welcome change, in the sense that it's harder to assemble a crew that facerolls everything they meet through pure stat superiority... when you finally get the OP guns again, it's even worse than before, frankly, because the AI fleets have no answers.
Vulcans in particular and a few others really got hosed by the changes, going back to their pre-0.6 uselessness as PD. Heavy Machineguns remain terrible, Flak / Dual Flak is an incoherent mess, etc., etc.
Until this stuff gets fixed, I feel like I'm playing a game where the real game is just minmaxing the good guns, which has now been made even less fun by having to hunt down rares. I'd much rather see the weapons all get a good solid balance pass; there shouldn't be junk guns like the Light Mortar (and the new Heavy isn't great, either), etc. in a game like this; (D) variants are nerf-enough. I'm going to go back to my spreadsheet and see if we can all arrive at some kind of consensus here.