The interface is really pretty good now, the swapping saves a ton of ton of fiddling. Still I have some notes I made while playing of stuff I wish I could do/see - some of them are kind of dumb/complicating/cluttering in retrospect, but I'll list them in case somebody felt strongly about the same problem or constraint and might get an idea to improve it a better way. Sorry for the wall of text, but here goes:
The inventory list displays numbers 1-6 but also displays one line above or below when scrollable, could you make 0/7 secretly work the same as the displayed numbers for swaps/drops/equips of those displayed but un-numbered items? (but keep the interface displaying numbers only 1-6 to show that it's scrollable in that direction, of course) - save scrolling when you can SEE the darned thing already
More Notification of problems/status on the main screen:
Put the Energy minus Upkeep balance on the Energy Line, turn that part red when negative. Helps when you're turning stuff on/off, and when something got shot away and you didn't notice. Maybe put it at the end, with the movement energy cost too - that would help when swapping in/turning on/off Propulsion items.
Turn the Energy line yellow/orange/red when it's getting low.
Turn the matter line reddish if it's under 100? flash it if under 50?
Turn the core line Yellow/Orange/Red as dropping, flash when under 100? 50? 10%?
Can you tell I kind of like the look where the cockpit is all red flashing danger lights?
Display the Mass (cur/base)/X on the Movement line - nice to glance at to know when to switch in Propulsion things or turn on Mass Readjustment things, or for that "gee if I just save ONE weight I'd move faster". Where cur/base is like on the Status screen, and the X is the overweight multiplier.
Make the color change on the whole Temperature line so it's more obvious, and if you do the other color change things it will need to be more obvious too - maybe tint a couple of lines/the rest of that panel? Or put it below movement instead of above and tint the blank line below it too?
On the Inventory Panel where it is titled I n v e n t o r y, could you add the (cur/max) right after that title, it's SOOOOO handy to know when a Remove will drop vs go into inventory and when you have room to pick up something.
If there's room, put the part type symbol at the beginning or end of the inventory line, make it easy when looking through the list for the "I need ANYTHING to wear now" or "DAMN I need an engine" times. I suggest making the symbol color the same as the damage status color? Or the item subtype, since the damage status is already on the left?
It would be nice to be able to Sort the inventory - maybe s or shift-S could toggle sorting by Slot Type, Damage Status, Weight? (To help with that "I need the lighest engine/armor I got so I can runnnnn!" and the "I want to drop my damaged junk" "which of my spare legs is least damaged" times, without doing a ton of scrolling back and forth and looking at the detail screens) - maybe put the sort order after the panel title ("by Type", "by Weight" etc)
Since some of this stuff does clutter up the display, maybe make it Toggleable possibly in the F7 display thing? Call it "High Info Display" or "Tacticalized HUD" or something...
In that vein, in that mode display the Core Exposure % as (XX%) on the Core line...
Ctrl-Shift-U or something similar (alt-ctrl-u?) to UNDO the last swap (still charge matter/energy) Handy for when you just want to swap in and test prototypes and then put your previously equipped part back, or you swapped something in and it made things unbearably worse. I think repeated UNDOs should swap the 2 parts back and forth - also handy for swapping in another targetting computer for say a Scan Analyzer or similar... It would be awesome if it tracked the previous part regardless of the Inventory tag since I see the unequipped item goes to the bottom of inventory, where it often takes an extra scroll or 2 to find. POSSIBLY immediate back-to-back undos shouldn't charge the 2nd equip cost since you didn't actually take an action/gain any benefit from just checking your stats in a new configuration.
BOY I wish I could undo a drop item, I move between the mouse (ctrl-number to drop) and the keyboard (ctrl-number to equip), and pretty frequently mix them up and drop something I meant to equip. In this case it would be great if there was an undo-drop that would undo that drop without the action cost. Normally it's no big problem but it can be DAMN painful during combat like when you're running away, accidently drop something precious and it gets dropped a tile away, back towards the enemy - argh! And it's a drag to be shot to bits for an interaction error rather than a genuine tactical error. To avoid abuse this should probably ONLY work without cost if the drop was the immediately preceding action. Maybe alt-ctrl-d(rop)?