My observations on the patch so far are:
- Salamanders, autofire. Good for fighters, good for enemy ships, good for what ails you.
- if you have less than 330 degree shield coverage, you're a drifting target most of the time.
- playstyle without ammo constraints is way, way different. in exchange for what you got out of ballistics, you had to take care not to miss, maneuvering to fire at downed armor patches and stuff, and effectively using the right damage types were important. Used to be energy was about flux management, missiles were about timing, and ballistics were about aim/dmg type - they definitely feel much more homogeneous now.
- for weapons that reload, a "reload: <x> sec until next <n> rounds" indicator of some kind would be nice. That said, good riddance to the whole clip mechanism - infinite ammo removes some depth, but it's way better than the massive annoyance.
- with the new beams, taking a ship without shields into battle is just a longer, more complicated "scuttle" button.
- energy PD weapons are a great visual indicator that one or more missiles is/are about to hit your ship.
- the falcon/eagle seem to be vastly more viable than they were before. hammer away with autocannons until shields are down, then phase lance. rather fun.
- the vanilla skill tree is awful - I know it wasn't a focus of this release, but it needs help bad, especially around the burn speed thing. More viable upgrade paths would really drive different playstyles (I certainly found it did with the SS+ remake) but with the vanilla one there's pretty much just one way to go.
** an aside here, isn't the skill tree still very much an alpha/stub/work in progress? I know a lot of intense consideration around balancing missiles centers on the combat missile/10 skill, which seems a weird waste of time if the tree is due a massive rework at some point? **
I'm only up to a early/mid-era destroyer fleet with a falcon and eagle so far, but the game does seem to play rather differently so far.