1 - The presence of wild beasts/bugs inside friendly trade stations causes annoying repetitive sounds, noises. I asked myself if it was on purpose, to scare off players staying long time indoors. If that s the point, it boils down to "making the game worst at a certain point to induce better gameplay", which is imo a self defeating strategy and not smart design. The game and gameplay should always aim at the best, the best possible, pleasant, and then results will come. These sounds inside stations were already annoying enough, repetitive (especially for long time players) without these extra horrible sounds of the beasts. Besides, it reduces the impact of the same sounds bugs/monsters make when in the wild, when it s a conflict encounter; (if there was a kind of diversity idea behind this element, then it s nonsense). 2 - I presume that a vast majority of players who check in at traders, salesmen, dealers in trade stations wish only to buy some stuff. Since sometime we have to go through another window/dialogue to choose between watching the News or "Show me your wares please". It extends and worsens the interaction. In my humble opinion, the News (I suppose it is or will be related to story plots) could be integrated to the Galactic Network terminals, for instance, where players go for specific purposes. Except if the purpose was to induce this majority of "customers" to take a look at the news (which, save if it s part of a running story, people do once and never again).. So, It seems that this strategy, if that s what it is, has unbalanced costs associated to minor results. Just a suggestion.