My 2 cents: Great ship building, frustrating combat
First off, I really love the shipbuilding element of the game. Saw KV on sale on Steam, and got intrigued. Watched a few videos of shipbuilding and gameplay, decided I would take the plunge and buy it. (Seeing that you could color the ships was the final thing that convinced me)
So far, I am satisfied with my purchase. The shipbuilder is fantastic! On Creative mode, you have so many options. You can really make your ship look how you want it to. While I'd like to see some more styles of pieces (different wings added, thinner tube-type hull pieces, more misc "flair" pieces, maybe a robotic arm or 2), the options are robust and varied. The dev team is really nailing the ship building aspect.
I do miss the ability to choose individual subsystem layouts for hull pieces. I understand why the change was made, but it would be cool to provide an option to assign subsystems to individual hull pieces. Also miss the crew rest/med bays slots, maybe they will bring them backin a later build, even though I have no idea yet what they are supposed to do. :)
As far as shipbuilding goes, my biggest gripe so far is with the weapons systems. they LOOK great, love the variety of turret styles. But all the guns all seem to have the same stats. Some have more guns then others, but they seem pretty interchangable. Would be nice if some guns had better damage while sacraficing accuracy or range, some have a higher RoF, some good for sniping. Subsystems could help this, but right now weapon subs are for armor plating only. Another feature that would be cool is showing the arc the gun turns on. Maybe some sort of yellow 180 degree curved line showing it's targeting ability, which would help with gun placement and orientation. It was difficult to tell which guns will follow the target, and which guns are completely fixed.
When you finally get out into space... Confusion. Distances can be difficult to gauge, so you end up flyng right by things. A feature I would like to see is auto jump out of hyperdrive when warping to a location, that would drop you very close to where you want to go. Missions don't seem to be properly implemented yet, and going to a planet is totally useless, unless you just feel like looking at the pretty planet.
Combat needs a a lot of work. Missed the feature in the demo where you could jump into a turret and let the ship go into autopilot, hope that makes it into the final version. Used mouse mode to try and shoot down enemy ships, which got annoying as my ship kept moving as well. Got the hang of firing in front of the ship to hit it, and got good enough that I could steadily hit a ship. Problem is, the guns are way too weak. I spent over 20 minutes trying to destroy a ship. I wish this was an exaggeration. The ships I was fighting had about 1000000 kinetic armor points, and my shots took forever to whittle that down. Even when I finally got the shields down, it would take multiple volleys to take even 1% off the ship's health. (I should also note that the ship I used is full of guns. Had a pair of quads on the front, along with 4 cannons, 2 fixed cannons, and a few other assorted guns, and lots of shots seemed to be hitting). Got to the point where I left the ship in autofire, engines off, while I got up to make coffee. Got back, and I had taken about 3% dmg off the ship.
Despite all the flaws, I really thing this game has great potential, and am excited to see it develop. I think I'll spend most of my time ship designing though, since actually playing the game isn't nearly as enjoyable yet.