Additionally, a lot of the relevant stats are readily available in the refit screen.
tooltips when hovering over items, things sorted by OP, flux capacity and so on in the upper right right next to the add capacitors/etc buttons. you don't have to move your eyes or hand to see how many points you have left to spend when dillying with it. when all guns are installed it tells you how much they are projected to require to fire continously and that is literally right underneath shield flux per hit/damage which again is right under flux reduction and capacity there again. the flux per second for just having the shield is mentioned too. so you can make a decision: is this a ship I really want to add reduction to? do I want more capacity? how much do I get per point? which one is better for this ship in particular?
And it is through making these decisions and seeing the results of our choices that we get better at playing the game.
It is certainly not the most optimal design for keeping track of things, it does not take that long to know where to look, and with some experience, much like your character levels up, you, the player, level up your ability/figure out what's more important to your playstyle.
Do you need less logistics rating but more cargo space? sell your mule for a buffalo. Buy an atlas, not three tarsus.
Do you need a mobile fleet with a little storage space? get mules or buffalos, not the atlas.
Are you consuming too much supplies for your liking? sell or store the atlas when you're not using it.
My point is, much like anything you intend to engage in, you ought to put time into it to get better at it. The same goes for any other game with numbers, even the more obvious numbers.
That said, the numbers are many and varied. But if you look at them, a lot of these numbers are an extension of another number. A lot of the numbers that are relevant in a given situation are also just one or two of said numbers. Some numbers could use clarification.
Like an estimate for how much a flight deck actually does work wise. "Reliably supports X wings" for instance.
to insinuate this is the reccommended number of wings you ought to use with a one-decker. But also lets you know it is not the maximum possible and that more decks makes it go faster.
Though on the other hand, it's still alpha, and people are still occationally discussing how effective one deck is.
Meaning that yes, it is complex, the complexity lends itself to the experience.
And since it's alpha, not all of the numbers are in place yet, most likely.
That aside, the only real change I would suggest is easier comparing, I'll give you that there's a lot of numbers/buttons needing to be pressed to compare one ship to another in detail, but I personally think the current complexity is otherwise just a boon.