Wow, I really appreciate the immersive interface here! All the buttons and controls feel very tactile, and the illumination of your current task is a helpful design. I agree with others that you do feel swamped with information and controls at first, before you understand the flow of the game and the cues like illumination.
I think one way to help introduce the game more smoothly could be to start with only one pre-rolled crewmember and already be at the planet-gameplay stage. Choosing the crew at the start wasn't really fun since I had no clue what their perks did, or even how the game would be played. Adding crew along the way would be a fun rougelite element on top of the upgrades and force players to specialize their strategy according to what options they're offered. Similarly, the list of upgrades feels like it offers too many choices at once and too soon. It could be fun to roll those out in pairs or triplets to the player as they achieve research thresholds to help clarify the choices they have to make.
Again, the art and aesthetic are amazing and everything is brought together with great sound design. I love the icons too. The concept you have here of a super immersive rougelite spaceship simulator is so promising, I hope you continue developing the idea!