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As for the problems everyone's having, it mainly boils down to most people not having any intuition whatsoever for what levels of thrust actually map to.
To give a mass of 1 kg an acceleration of 1g, you need to apply ~10N to it. A very lean ship is ~1000 tons (~1 million kg), so will require ~10M Newtons of thrust per kiloton per g of acceleration desired. (ignoring spikers) Ships below 0.5g effectively can only do very minor combat maneuvers.
As for delta V, if you keep the same mass, it's literally linear. If you want to hold the amount of delta V constant but decrease propellant mass it's more complicated. However, for low values, you can approximate it as linear-ish. 10% of dry mass as propellant will give around 10% of your exhaust velocity as the final delta V. 50% of dry mass as propellant (ie. 1/3 total mass) is about 40% of exhaust velocity. 100% of dry mass as propellant (50% of total mass) is around 70% of exhaust velocity. If you want the exact formula, it's just the rocket equation. The tooltip provides an ok breakdown of what each amount of delta V means in practice. Some other helpful late game numbers are ~400-600 kps for a fast round trip to the asteroid belt and ~1000kps for a one-way trip to the Kuiper belt.
Nothing much has changed other than the molten fission drives being now significantly better than solid core fission drives and the two open cycle gas fission terawatt drives getting a small buff since they're more fuel efficient since there's less radiator mass. (they were already acceleration capped) A bunch of solid fission drives got a buff... but advanced pulsar is still a better drive.
Also, technically speaking, if you're on antimatter drives and don't need the delta-V (ex. for defence ships), then the second plasma drive generates more thrust than the third one since it's open cycle. But on a practical level, you want to be deploying such ships on offence.
It should be noted that otherwise, the drives haven't changed. There were already drives in game which were open-cycle just not labelled that way. Most were (and remain) closed cycle.
I do think that the best way to present the ship components for comparison would be to have a sandbox off the main menu (like the skirmish mode), where every component in the game is researched, and one can just swap different components in and out of a design and see how it affects the ship.
I mean that is how I design anyway, but as it is you have to spend a few hundred thousand research points to play with a drive. Being able to play with the designer outside of gameplay would allow you to experiment much more easily.
1. Pulsar - a stopgap to Advanced Pulsar, missile Escorts with over 2G combat acceleration are possible at the cost of very low armor and deltaV
2. Advanced Pulsar - can be unlocked with 100% probability, 3-4G missile Escorts, very efficient even with early tech (2-4 tanks) at the cost of low armor and deltaV but can be refitted with later tech and even antimatter (for Antimatter Spiker) to have good armor and deltaV even over 20km/s. Biggest problem in later game is vulnerability to plasma as the drive is too weak to have good acceleration, spiker, hydrogen slush and heat sinks at the same time (in Escort there is not enough space and larger ships are too heavy) and armor alone is often not enough (but Escorts are cheap and can be replaced fast).
3. Fission Spinner - open cycle so even with early radiators it's great. With just 3 tanks, 4G missile Escorts can have 15km/s deltaV while decently armored and with early light heat sink (without it over 20km/s deltaV). Extremely cheap and efficient designs can be created with this drive even despite worse EV than in Advanced Pulsar. No need for any spiker in case of Escorts.
4. Pegasus - can be refitted from Fission Spinner up to the ultimate missile Escort for defensive purposes with 4G, over 40km/s deltaV, Lithium Heat Sink, 10-2-50 Adamantine Armor (even in 0.3.112 it can reliably win 1vs1 against alien 4G Corvettes, with Lanceheads 2vs1 against anything up to alien plasma Frigates, almost always without any losses, and sometimes 2vs1 is enough even against alien Dreadnoughts, Assault Carriers and alien Battlestations on stations but 3vs1 is reliable)
Escorts with these drives don't need any PD but early designs can rely on anti-missile function of Vipers when in need - very useful when outmaneuvering alien torpedoes is not an option.
I get where you're coming from, but look at it from this perspective.
I don't want to have to look up actual rocket science to understand what my engines in this game are doing. Relative comparisons would be a godsend that I wish they'd give.
If the effort he invested into becoming a literal Terra Invicta human calculator was instead spent on understanding that other players are built different and would want the UI to let them highlight two things at the same time as to compare them -instead of selecting engine/missile/gun #1 then hovering the cursor over #2 or worse, relying on 3rd party software- he wouldn't type posts like "the UI is fine tho?".
also, you really, really don't have to look very much into "actual rocket science" to understand the stats this game gives to you - the most complex stat you would need knowledge of is maybe delta V and exhaust velocity, but even then the game gives you a very handy rating in brackets right next to these values, so you don't even need to research these more complex values (or, if you do, the research is minimal) to understand what a drive does.