I am pleased that they are taking time to properly fix and hunt down bugs before they push something into even the experimental branch. I'm a patient gamer/journalist and appreciate a well polished gem of a game rather one that isn't being well thought out before important changes are being made. Empyrion needed a pause in development, at the very least, to map out a more efficient future development outline. A reprioritization of which features/mechanics need to be worked first has been long over due. I'd love to see the next patch focus a maximum amount of development time on squashing bugs and making existing functions work (like DSL), rather than adding new features (for the time being). Also, I'd like to see older concepts and models (like the old fuel system and deployables) be re-evaluated with the latest gameplay changes. If the older system worked better, then it might be time to adopt the older, better functioning models. The older fuel system for example, while it is simpler now to first time users, it is not better IMHO as it did away with a really great diverse fuel system and deployable generators. It also cuts away from immersion as you don't need to interact with each device in your base, you only need a magic menu button (another idea is adding the button later when you reach a certain tech level or build an automated assembly line of sorts to have that kind of automation. Turning off lights and such from a single button in your base makes sense but making goods appear in your inventory like magic from your fridge or fuel from your fuel tank doesn't make much sense until you had robots or conveyor belts to do so). I also think fauna should be spread out to other planets and unique to certain planets when it comes to making high grade medicine. There is no reason to harvest fauna outside of the starter planet as all you need is right there for now. In the old Omicron/Akura scenario you had to visit at least both of those planets to make top tier rations and medicines. In addition, there is too much available fauna in the given biome (and it should be much sparser) to actually make surviving a bit challenging (or even challenge the player to make a farm in the first place) in a single player game. Maybe the regrowth timer could be increased or a "fauna setting" be added to tweak difficulty. There was much less fauna in 3.x than there is now. You can survive off of multitudes of harvestable food and herbs without the need to explore much at all. The settings might be good for a multiplayer game but it really is poor for a single player game. There is simply too much with too little challenge or reason to explore.