Thanks for the detailed feedback! A lot to digest for sure, some of the more radical changes I'll have to consider very carefully. Did you utilize the hybrid control mode in your further play?
I'll definitely think about simplifying navigation in the way you described by taking the horizon out of the equation, but a full-on autopilot like you describe for following enemies is not something I'd do since I want navigation to remain a manual process during combat.
Most of the HUD things I'm already sort of coalescing into an update in my mind and many have been suggested before, I agree that more information about weapon state needs to be visible on enemies that aren't under the cursor and also that I need to better communicate sensor strength and its limits.
As for loot, all collectibles apart from items (weapons and modules) already have magnetism and move toward the player in a tractor-beam-like way once in range, maybe I'll just increase this radius a bit to make it more obvious. Since handling items is very disruptive I don't want to have them move around and potentially overwhelm players when they all show up on your ship at once!
Bullet and missile speed is subject to the weapon randomization and increases noticeably as the difficulty (and thus item quality) goes up, may receive a small bump to its base values. Missiles being slow is intentional, to make both fast enemies and fast players capable of outrunning them. The full version will also include a missile variant (via perk) that is much faster and agile, for fighting small enemies.
A small bounty for every kill is a nice idea, I'll implement that for sure - and I can also add more ambient enemies very easily.
Thanks again, I'd be very happy to also have you on the Discord, we have a suggestions channel there as well!