I had hoped they would move away from the fps in space style....
I'll give it some more time to decide if I'm in or not.
How would you approach that?
I think the ability to have your ship travelling in a different direction than the nose is pointing is at the heart of what bugs people about the free movement in SC. That would still be an issue with the Kerbal Citizen approach of realistic physics since rotation is relatively easy. As far as gameplay goes, people like the mechanics better when we pretend space is full of air and the ships rely on aerodynamics.
So, say a game decides to roll with that. Real space physics make for bad gameplay, so we're going to pretend our ships are in atmosphere. Quantum Subspace Field Blah Blah Lore Etc - end result is our ships need wings, use control surfaces to turn, "drag" can be used to stop, main drives only push forward, and very weak thrusters can be used for 6DOF movement at very low speeds so people can dock and stuff. No circle strafing because thrusters aren't strong enough.
Stepping back from that, the result is pretty much Elite without decoupling. Could be fun and I think it's something that people who dislike the movement in SC would prefer.
They need to address, and frankly remove, the focus on pixel perfect aiming to achieve hit.
Are you suggesting an aim assist like console FPS? I don't think that would help close the gap between HOTAS and KB+M users - it would benefit the mouse users just as much.
(plus I'd be a beast with the Steam controller setup I'm using)
I think it'll have to come down to nerfing or removing gimballed weapons. I don't think IM is nearly as strong when it comes to fixed weapons.