Isn't this learning process a big part of the "fun"?
I believe it is. I also have been playing Starsector since before the name change, and between many hours spent playing and reading these forums I had the game largely figured out (though I don't consider myself an 'expert' player.)
This update was rather daunting. The economy was frightening at first and then slightly disappointing when I, like many others, realized that it didn't really matter if I sold my pile of 100 ingots for $20/unit or $60/unit. At least not past the very early game. It's just gravy, not a serious way to make money. It adds a wonderful layer depth and atmosphere, but it's not quite there yet if the player is encouraged most simply to take advantage of a monthly food shortage between bounty-hunts.
A lot is being done right. Alex never makes terrible design decisions and the fact that a learning curve is there even on individual features he adds is (to me) a great sign and, I've already said, quite atmospheric when polished up. You said it well Andy, I suppose I'm just paraphrasing.