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For now there isn't much endgame features except bosses, so what you can do is start another character with the perks you unlocked :)
Having more than 50 skill points isn't at all game breaking.
I don't mind the level 50 limit, since every level provides a passive bonus to all your stats (I'm not sure it should, it makes level too powerful) , but not being able to go over 50 skills, and limited resets is pretty irritating. I'm not a fan of the model that encourages me to start over from scratch a lot.
I like to be able to learn from my mistakes without having to start over with nothing. Punishing player mistakes turns players away from a game. Mistakes should just be a learning experience to fix as quickly as possible.
Oh and the level bonuses will probably be removed, except for the HP one.
Starting over to try a different skill-build seems pretty punishing.
Have you thought of the "Fable exp system" where you get exp in the category of actions you're doing? So if you want to rank merchant skills, you need to do merchant stuff. If you want to rank combat stats, you need to do combat stuff. Ranking sensors costs exploration exp. Stuff like that.
That might get you closer to what you seem to want, and also let us truly dedicated players do everything and unlock everything on a single char, albeit with a lot of investment (seems like a win for both of us).
Level can still be "total experience gained across all categories", but improving an aspect of gameplay requires doing that kind of gameplay.
But I'm actually doing SOME of it, for experience perks: as soon as you level you will start getting them (right now each perk has only 1 level but they'll go up to level 5, same as the rarity colors) depending on how you are leveling (how is your % XP gain). So if you keep doing combat and has like 30% XP from combat, you will level up a combat experience perk.
Better though, there to be a choice, like which combat perk would get the XP.
Doesn't even have to be a foregone choice. Say, the player can choose 1 out of 3 perks
to level with combat XP. Then the next choice, the player decides to pick another
out of the remaining 2.
Then, with much variety of such perks, actual builds can be discussed,
like in PoExile, Grim Dawn or even TheAdventuresOfVanHelsing.
It's a bit of a stretch, since those are games with an extensive suffixable loot table,
which SV doesn't have. However, it could lead to players trying out new builds,
like in Drox Operative.
With enough (lore and) customization, SV could veer into the realm of Gunpla.
I favor the modern standard where character resets are generally available out of combat or in friendly towns and cities. For example, you could have resets available while docked.
Plus, that "modern standard" doesn't exist in many RPG.
The game has resets available and 2 should be enough.
Want more? Start a new pilot, and while at it: try out the new perks & backgrounds.
This game isn't rocket science (not yet anyways).
Can we have independent ship fitting first though?