Looked at this with a friend who bought it, then didn't buy it.
Essentially, it has all of the problems of procedural, build-your-ship titles:
1. You can very easily min-max designs that will kill anything in the game.
2. Combat is super boring and un-fun. Newtonian physics sounds great until you realize that combat basically consists of heading right towards opponents and kill them in a single pass (very easy) or developing ships that can circle-strafe (which is only slightly harder).
3. Lots of clunky implementation of the build interface (for example, while building, the game continues to run- better not get into combat with a half-finished ship).
4. Use of lots and lots of RNG elements means that building standardized ships is difficult.
5. Absurd "balancing" in the later stages of the game mean that large ships are essentially just stat-bricks that out-stat each other.
6. Trade is really broken; you can make all the money you'll ever need in a couple of hours. Grinding for resources, on the other hand, is badly set towards grind and is boring and repetitive.
7. To say that the plot is "accessible" to the average gamer is quite a stretch; it's poorly-explained and you pretty much have to read Forum posts to even know what to do.
8. Modding is nascent, but might eventually address some of these issues.
Basically, it is a game that reminds me of why I like Starsector: while I can complain that ships and weapons aren't well-balanced on the whole, it's at least addressable because they're a fixed quantity; games like this just chuck these considerations out the window and aren't even slightly fun if you're even moderately competitive. I think that the game might have been fun if the ships, weapons and gear were chucked out, replaced with reasonably-well-balanced fixed assets and the combat model was fixed so that it was fun to actually fight stuff; the engine's pretty cool and the basic premise isn't terrible.