My dislikes about the game (3K+ hrs) all fall into the category of arbitrary limitations to create "game balance" in order to mask issues with design decisions and implementation choices. These sorts of special case rules don't really add to the fun of playing the game and more often than not adding them creates a whole new problem. Many of these are already described in this thread but these two stand out for me: 1) The "starter class" concept creates arbitrary limitations that don't add and actually detract from the enjoyment of building things in the game. By implementing simple physics restraints of stress, weight, and ground effect on a superclass of hover/small/capitol/base you could greatly simplify the underlying model. It should take scary amounts of energy to lift a ton with nothing but vectored thrust out of ground effect- a HV mode would naturally use much less energy than an SV/CV and the reason a "CV" would use more is because it is heavier. A warp drive could use a logarithmic curve to calculate pentaxid required and the mass of pentaxid would limit small ships to short jumps. It would rattle most buildings apart if you strapped an engine to them and tried to take them into space- but if you built the same structure in space you should be able to move it around with an engine. Accelerating it would subject it to the same sorts of integrity stresses it would experience on the ground as would course changes. Elimination of the starter class concept unleashes real "purpose built" creativity and the game balancing changes would be applied consistently to the whole system. 2) Despite massive numbers of planets "these Western towns all seem the same." The predictability and late game ennui can be directly attributed to a lack of diversity in ecosystems and behaviors from place to place. As soon as a player knows that they need to grab a honey plant to deal with the VW-sized bug that just puked on them a lot of the excitement dies. Early game is much more fun because of limitations but artificially limiting the player to try and keep them stuck in a state of desperation isn't how to make things more fun. Each planet should require remapping behaviors in some way to keep things fresh- the UI should support letting the player retain that info in game vs. on sticky notes but having some weighted "the way things evolved here" logic to procedurally create a consistent environment that is nonetheless diverse and unpredictable would be a big win. Same story with creature/npc behaviors.