Here's some quick feedback on the current version after finishing a second playthrough recently, even though some of it is probably a bit belayed. Please feel free to disregard stuff that's already being changed etc.
Skills: I'm not sure whether this is being addressed in the coming skill tree revision but the skills that have diminishing returns based on the player's fleet composition/size feel bad in general. I'd suggest making them work so that the player'll always get a baseline benefit and a bonus on top of that based on fleet metrics. Even if the final numbers would end up being more or less equal to what we have now it would in my opinion feel better that way around (i.e. no skill would ever give _zero_ benefit regardless of the player's fleet because of the "baseline" bonus).
The fighter skills feel a bit too weak overall with the bonuses enemy officers can get vs. fighters. I generally don't bother with fighters at all now becuse they get shot down in quick order when deployed against any serious opposition which is very sad. Maybe giving them some sort of evasion stat so that only point defence weapons/anti-fighter missiles would be able to target them consistently would help?
Also built-in drone wings counting for the skill limits is silly and should be changed. As is the new phase transports/freighters counting as "combat ships" even though they have no weapons at all.
This might be a personal thing but I feel that the progression from lvl 10-12 onwards feels a bit too fast? At least with the big fights that I was constantly getting into I reached max lvl really quickly. Maybe tweak down the xp awarded from fighting numerically superior but weak enemies like the domain drones? Fighting those always makes me feel dirty with how much xp I get for bullying them, especially later on once their numbers go through the roof.
Items and explorationThe new domain artifacts that can be found are an awesome addition overall, but I feel like the supply demands for some of them (fusion lamp and hypershunt tap) are way way overtuned for what benefit -and when in the campaign- they give. When exactly is the player supposed to make use of them? It's only possible with maxed out colonies and perfect or near-perfect mining setups, but the added benefits are barely noticeable then.
It would also be nice to be able to move the domain sleeper ships to other systems, even if at significant cost. I must have been really unlucky but during both of my campaigns the sleeper locations were terrible with no potential systems inside the effect radius.
Domain exploration drones should maybe get to have more varied/intersting interactions. They appear to be spawned in "clusters" with several constellations having nothing but probes/survey ships in them, which is kinda demoralizing when you run into one because you'll know that there's probably not too much else of interest salvagewise in a given area. In my last campaign I headed elsewhere to explore pretty much immediately when encountering them because it kinda feels boring to salvage system after system of nothing but probes.
I've noticed that most of the pirate fleets that "spawn in" from quests etc. now have the "fighting these guys will not affect your reputation" tag, which is very nice when the player is trying to build up rep for the pirate faction. For some reason not all of them do, however. I think at least the ones that spawn from fake distress calls and booby trapped derelict ships. Maybe add it to them as well, or at least an option to talk them out of attacking if the player has high enough reputation with pirates?
Weapons and shipsMost of the "spoiler" weapons feel disappointing for their extreme rarity & generally high op costs. Maybe I'm just not using them right? Also, the hidden cache the player can find early should not have totally random weapons in it in my opinion, feels really bad when you don't get any of the better ones. Maybe buffing the rest would help, I dunno.
The new Hyperion is all kinds of awesome! Really just love everything about it. Just needed to get that out there.
The new AI-driven ships that can be salvaged with the right skill feel a bit weak overall with the exception of the bigger ones, they keep getting blown up with little to show for it. The suicidal ai might be to blame here, would it be possible to manually set the ai to cautios/steady/agrressive etc?
Also, had a new hull mod idea when fitting out the Venture which imo is really let down by the built in drone wing: Convert hangar housing "built-in fighters" to one that can use any fighters (no penalties other than the increased crew requirement since it's already an actual hangar and not a shuttle bay). Can't be used on (non-civilian?) frigates.
Colonies and economyOverall I feel like the current update was a big step forward in this regard. The pather interest values from the new colony items feel a bit too much though, basically if you ever use any you'll more or less automatically spawn a cell, which was something that could be avoided in the previous version with careful planning.
Also, it would be nice to get a more transparent breakdown on how much interest you're generating with ai core usage (is there even a limit value or is it just a timer that'll eventually trip even if you're just using a single gamma core?). Given how limited the benefit from the lowest tier cores generally is I feel like a certain ability to "fly under the radar" with limited use of cores would not be too overpowered.
Selling space drugs and weapons (bought from tritach markets with zero risk) to pirates that have constant shortages of them feels like cheating with how easy it is to accumulate money that way. Maybe give the pirate bases a "rampant basement drug labs" industry or something that reduces the local demand so that it's less over the top profitable?
FinallyJust wanted to give huge props for making the game, it really has come leaps and bounds from the early days. Just stellar work all round, it's really telling how minor the criticism I can scrape together ends up being. For most in dev games I wouldn't even bother giving feedback but this one really is special
e: Added some stuff I forgot