Thank you very much for the constructive and thorough feedback!
I find it quite hard to understand what is going on in the matches. Ships look very floaty and hard to control, so it really just looks like a battle of attrition to the untrained (my) eye.
It kind of is. Especially in tournaments, it is sometimes wise to sacrifice one's own ship in order to take down as many opponent modules as possible. But it depends. Flying in a vacuum takes some practice, but it isn’t such a hassle as it used to be (until you start losing thrusters). Nowadays the most experienced players seem to win constantly, which is a good indicator of improvement. There’s also arcade-mode that adds drag and makes flying easier, but also takes away lots of the humorous elements. Version by version, the more careful tactics seem to be more successful ones. I could use better editing in videos to bring up more interesting stuff, though.
I think it would be good to make it visually more obvious what the different parts of a ship are + maybe add a color-outline to identify the different players. Or maybe color the components in a player color?
Currently its gray modules vs gray modules and every part looks the same. So in the end its just outline of a flat ship vs another weird flat ship.
Each module is indeed colored with the player's color. Players had difficulties telling their ship in the previous versions, so I added a setting to increase the color intensity, and now they are well visible at least on my monitors. I try to be subtle with emissions, but perhaps I should ramp the colors up for the videos. Here's how they look at full emission:

It might help to make some modules larger, like hexagonal tetris blocks. This could help make ships visually more distinct too. if modules were not all the same height, ships would not be as flat as they are now. The current ship style would work better in 2D, in 3D they look very weird to me.
Tetris-suggestion is an interesting one, but it would require major changes to the game logic, so it probably won’t be done. In practice, there’s no time to aim at any particular module, so telling types from another isn’t that important anyway. The only module that should be distinguished is the brightly lit cockpit (once you lose that, you lose the ship). Same thing with the graphics, although with my skills, 2D probably wouldn’t look any better (now everything’s at least consistently ugly).
But these were very valuable first impressions. I’ll keep them in mind for this and the future projects.
