-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
The information is too direct to the player, this may be of courbse due to i being the playtest. But the game should probably be hinting more than telling e.g. "This hole looks like it might fit a key" vs "i need to find a key". See more on this in last question.
-Are there any specific puzzles/mechanics you would like to see?
This is very general, but you could misdirect the players in some areas to force them to use the spells in unexpected ways. Or in the same theme, produce puzzles that would allow the player different ways to solve it i.e. not making it so linear.
-Does this room look like a spaceship room?
As some of the others mentioned it does not, I think the lighting may be the core reason why. The current yellow lights make it appear very bright and almost pastel. In a spaceship, I might expect to see smaller lights, but more frequent ones. e.g. neon light bars throughout the room, some areas where darkness is more common (this could even be utilized as a mechanic in a puzzle, or even windows where light shines in from stars outside.
-Does the walking seem intuitive?
Not really. I think if you want to stick with the clicking to move and WASD camera rotation, you should implement a path finding algorithm so the player does have to click as frequently. I found myself repeatedly clicking in one direction. Regardless of the approach you use, the movement was too slow.
-Does the spell usage seem intuitive?
No, using a menu is quite clunky. A good alternative would be to either use the num row or a circular selection hud (see the witcher 3 sign casting).
-Does the information in the text box help?
I think at minimum, the text log should be replaced with a single pop up that appears on screen either for a moment of time or until the player clicks away. This is the area where you could provide hints as mentioned in the pop-up. If you want to keep providing more direct goals, which you probably could but make them a little more abstract (e.g. "Find a way out of the room" vs "Turn into a cat to find the ke), you could place these goals in a small bar at the very top of the screen.