Thank you guys! : ) , that's really helpful!
@Jcup:My Bad! You can fire also with the UP arrow. I wanted to hook more functionality there (like 2nd weapon with left / right ). I will definitely need to add some controls description.
I wasn't considering auto-fire, but I could do that, I'll experiment with both things, and eventually have a param on the weapon itself that says if its auto or single shot.
Latency is more interesting; I run everything on free server tiers, so eventually latency could be an issue. Once the game is more ready and I get more feedback about it, I will start to spin a paid server instance, which should provide more bandwidth.
But that's just the tip of the iceberg. I will definitely have to improve the whole communication layer to prevent bad behaviour.
The problem here is that, while on FPS bullets are invisible (unless they are missiles, or big guns). You only calculate timestamp and then validate the point of impact after your dead reckoning.
Here I have actually to sync the bullet graphical behaviour across all the clients, which is a bit crazy, especially as Ships have inertia, so the whole positional coherence gets more complicated.
As you rightly noticed, it's more evident if you start to drift around as the inertia kicks in together with a quick rotational movement. States are sliced every 1/T seconds or based on major changes. I'll try to improve it, got few ideas, but small amount of time
@MW:Thank you mate! I love to Wheeee around as well

(... well ...) .
I'm working on a procedural generator so I can add more "sectors" to the universe.
After reading your post, I went back and implemented a Chat messaging system. It's not perfect, if you have suggestions, please go ahead!
I'm going to add harvesting / mining soon, I'm working on the inventory system

Neutral zones are interesting also, that would be cool to see if people can manage to self control once there are different ship types.
All in all, thank you again ! Any more ideas keep them coming : ), cheers,
*crash*