Thanks a lot for your detailed feedback, this is very helpful!
I uploaded a patch to address some of your remarks, they are fixed right now. The text boxes in the tutorial now have more vertical space and should be easier to read. Also, I fixed the resume button not working, and the mouse cursor should now scale at large resolutions.
For 5 and 6, I decided to increase the reveal range on the minimap, and to make the camera a bit smoother, adding also a tiny delay before it starts zooming back. These changes will be live in the next patch.
Regarding 2, 3 and 4, this is all very interesting. I agree there is too much info given too quickly, and I really like your suggestion of breaking things down by locking some features. This goes on par with feeling a bit directionless in the beginning, not knowing exactly what to work toward. Taking inspiration from your suggestion, I'm thinking about implementing a quest system that could serve the game progression, giving hints to what to do and unlocking new features as a reward of completing them. First goal could be to reach a certain amount of population, and it could allow to settle new cities. And then reaching another goal gives access to ship upgrades. And then another to buy travel permits. And another to upgrade buildings, etc. And then the tutorial is split into many fragments that trigger only wen relevant, splitting the information across a significantly longer period of time. This is quite some work so it will take a bit of time but I think this would be very beneficial to the game. This is my next priority!
As for the waypoint system, this is possible but I would be interested in knowing more about the underlying motivation. What do you think it would be helpful for? Is it more of a nice option or does it feel very much needed from a quality of life standpoint?

