Hi Brad - I've got a few suggestions that you might consider:
Captain's Log
I like the captain's log, but it would be deeply improved if it were searchable. If you're porting to consoles I think you could keep it simple as a keyword search. So each captain's log entry would be tied to pre-determined keywords, such as "Tywom", "Drenkend", etc.. Even this level of search would make things much easier than scrolling through the whole thing.
There's a lot of overlap between the captain's log and the Objectives list. I would love to have the possibility to click on an "objective" and have it link me to the relevant part of the captain's log. As it stands I barely use the objectives list because it gives far less information and serves more as a checklist.
Captain's log entries that include a destination should link to the starmap rather than offer to plot a course. Or maybe give the option for one or the other? I would like to know where the system is before I start burning fuel to get there.
Exploration
I quite enjoy the exploration of stars as I make my way from quest destination to destination. I love looking out for the hidden starbases, and I like getting to a system to find crashed ships and ruins, etc.. It's a relaxing, chill experience, but I can understand that some may find it tedious. One thing I have found frustrating is when I've been asked to collect an amount of some resource and I just have to float around from system to system, checking each planet for what I need. There are two things that could help alleviate the tedium in this case:
1) Give me the option to not sell ALL of my resources when I hit the trade screen. I don't know in advance what I might need. I thought, erroneosly, that "conventionals" would not be requested in quests because of the way you can sell them all at once. It seemed like a hint that I shouldn't sell off my orange and purple resources just in case. Because of this I have half a cargo hold full of orange and purple resources because I might need them at some point. But if I had the option to sell all but 100 or something, I'd feel much more comfortable.
2) Would you consider adding a tech that acts as a resource "sniffer"? For example, at some point I need Argon for a quest, so I program the "sniffer" to sniff for Argon. Upon entering a system, it simply reports that it smells Argon if there is any Argon in the system. That way if I just want to focus on completing the quest I could go straight to a new system rather than check each planet. To be clear, the sniffer wouldn't tell me which planet the Argon is on, just that there is at least one Argon somewhere in the system.
3) I think it would be appropriate that any system where we have discovered the location of a species' homeworld is marked as a home system on the star map. Having to search through the captain's log because I don't remember which star in the Xiphios cluster has a homeworld in it is more cumbersome than it should be. I can, of course, use the Marker function, and I do, but I think homeworlds should be automatically marked.
Planetary Elements
I think the lander game needs a bit of fine-tuning. Could we have an alt-fire lock-on feature or something? I find on rough terrain I have a devil of a time getting my laser to hit my target. There does seem to be some auto-aiming going on, but I find it more frustrating than it needs to be. It's not the kind of challenge that makes me feel accomplished, rather the kind of challenge that makes me feel like beating things in spite of the controls. Having said that, it works, just I think it could work a lot better.
I also find the ease with which the lander flips over and re-orients is a bit much. Basically, rough worlds are a pain to move around on. That was probably the intention, but again, the pain doesn't feel like a challenge in the game rather than a challenge in the controls. I'm not a designer.. there's probably a better way to say what I said, but that's the simplest way I have of expressing it. I wonder if the z-factor simply could stand to be reduced on the topography?
With regards to the "play" element of the lander game, I'd like to suggest something. What if you implemented some sort of racing sim element to resource collection? Like a combo/bonus sort of game? For example, each resource you pick up gives you a short timer and if you get the next one within that timeframe you get a bit of extra something. Maybe staying within the same colour gives you more bonus? I'm just thinking about ways to keep it in an arcade-style game but add a little more "game" to the system. As I've said many times before, I'm not a designer, but maybe it's an idea you could work with? Reviews I read online of the game seem to malign the resource extraction component more than any other aspect of the game. As I mentioned earlier, I find it relaxing and chill, but I understand if others find it tedious.
Ship Combat
My ONLY complaint is the sound effects when your shot hits the enemy or you take a hit. I think it's way too quiet.
Overall, this is a great game! I'm really happy with what you delivered. My comments are things I think would really improve what's already great, but I'm happy with it the way it is. Great job! Thank you thank you thank you for making this game 