Hey all, i've been playing for a few days, started over many, many times and have managed to reach the end game (i.e. colonies and geometry)
I enjoy the core of what the game is, the navigation, combat, the art, all that stuff is pretty solid, but the early game experience in particular is not great. I want to be clear if I didn't like the game, I wouldn't spend time writing a post like this so take this as constructive criticism

Second note - I am playing mostly vanilla, a few things like the speed up mod, autosave reminder, no content mods, no config file changes etc. Also I was discussing this on discord and some of this is copypasta so may be slightly out of context in its wording)
I feel like there are definitely way too many strong fleets floating around in the early game that will aggressively pursue you. The game wants you to play one particular way (i.e. do 'safe' activities until you are rich enough for a big fleet) which is pretty boring/unfun IMO... i've been playing on "easy" and it isn't at all easy (does this setting actually do anything ? enemy ship health ? something ?)... i restarted so many many times within a couple of hours because some academy mission would drive me past a massive pirate or ludic path fleet that I had no chance against, couldn't outrun and couldn't retreat from because I hadn't built my fleet the way the game seems to want you too (i.e. stealth/speed in the early game).
From a game design perspective if you have to start every game the same way, that's just bad game design. If the first few hours is always the same grind, remove that part of the game. Watching any of the current starsector youtubers playing the game they almost all start the same way, either drug trade or safe academy quests grinding until they have some sort of fleet, which is usually small, fast and/or stealthy. Then they'll move onto bounties to grind out more cash as they build a fleet.
I really like the core of the game, it just really, really, needs balancing/early game QoL and also for that matter late game... Random fleets with no chance to fight my fleet shouldn't just keep invading my colony sectors, there needs to be some sort of retribution system where they'll back off if you constantly smash them (or they need to be bound by ship building times or something)
Common suggestions people make:
'just get better at ships' - im in my first few days, i'm not 16 with all day to play games, i'm playing on 'easy' ... and if a professional youtuber can't do some of these early bounties, i sure as hell can't.
'use story points' - they're a finite resource, if you use a story point every time a fleet bears down on your, you won't have any story points, which are also used to claim some of the larger ship or get benefits in conversations.
Thing I would focus on addressing:
Viable alternate playstyles - you should ideally be able to play as a combat, an explorer or a trader (and combos to an extent). This would need to be supported by alternate ways to avoid hostility by either buying your way out (trader style), offering information (explorer style) or obviously fighting. Imagine a pirate fleet wants your lunch money and you say, you know what, i've got survey data on planet X, great place for a hideout, why don't i share that with you and we call it a day ? Oh, and next time, call ahead, maybe we can trade data without you spending all this fuel money.
The combat balance - having the more advaned fleet get more combat points in battle is pretty backwards. I understand the thought process behind it, fancier ships need more points... but its just perpetuating large fleets being able to crush small fleets, both from the attacker and attackee perspective. Early game, you get smashed by pirates or ludics with big fleets, late game you overwhelm anything that isn't... well, anything pretty much unless it's a big fleet hiding behind a star fortress. If I were balancing this id probably err in favor of the player because that's the power fantasy, or maybe make that part of the difficulty settings, on easy you get the advantage in deployment points, normal it's even, hard the enemy gets the advantage.
Mission focus - have more early missions focus around the core worlds but for less money, so if a player wants to be a trader for example they can cruise around the core systems doing 30000cr missions to lug stuff from here to there in safe space until they can build a larger trade empire. Similarly pirate bounties in safe space or even where you hook up with a fleet from a faction to aid in an attack so while you have a small fleet, you can participate in some large actions early game. Trade missions could also be used to tutorialise people in the stock market aspect of the game, you meet some dude in a bar who says X colony is running out of food, take them all these chicken legs and we'll split the profit !
Skill tree - This is the big one... the vast majority of skills are combat related regardless of tree. Have more skills (or give current skills 2 sets of bonuses) that vary gameplay or focus on other parts of the game. More colony skills for late game of course like being able to hire more admins, reduced costs, faster building, etc. You could have other skills related to surveying, trade prices and special abilities like talking or bribing your way out of fights (think what a story point would do only you can use cash, goods, or information), ship stealth, bribing officials (again think smuggler using cash or goods to avoid notice)
Reputation - This is partly swinging late game, but the player should probably have 2 types of rep... the kind of rep we have now which is a broad overview of how a faction feels about you from your actions, and also a notoriety which could be faction based or universal thats how dangerous/powerful/connected you are so when a pirate fleet bears down on you they might think twice or offer you different options, heck maybe offer to sell you contraband based on not your fleet strength but what your rep as a 'mover and shaker' is... so you might have a huge trade fleet full of fuel carriers and cargo ships with only a couple capitals and escorts, but those pirates know, you are THE MAN and hell will rain upon them if they're stupid enough to mess with you... maybe you're known for being big on charity and they know other factions will punish them, stuff like that.
Ok late game - Colonies are pretty basic, that's fine... I hope they get expanded in the vanilla game later but they work and the management is pretty simple. My biggest problem is the constant barrage of enemy fleets harassing my systems no matter how many i explode. There needs to be some system, cooldown, fleet rebuild time, ability to smash the enemy colonies to slow them down, whatever it is based on how effective you are at defending your young colonies... and that system needs to account for you being one player with one fleet even though your empire has autonomous fleet capability. I don't know what for that takes, maybe you can park a fleet at a base in each system and when the enemy attack there you get a message asking you if you'd like to go defend... that could be a skill even.
I don't want to harp on late game too much, I think early game needs the focus to encourage new players to stick around after spending their first few hours getting smashed repeatedly.