I think I got someone to do the music over at the TIGSource forums. But thanks! I had a particular style in mind, which made it a little frustrating finding someone who worked in that style, but I think it'll all work out good.
I *think* that my puzzle design should actually make you feel pretty close to what you're doing, and in some cases the mechanics are directly connected to the actual 'physics' of the game. Let me describe the shields, for example. You've got an 8x8 grid of light blue squares. Squares nearest the top-center are your 'front' shields, etc. Whenever you get shot at, that hit gets assigned to some shield square within about 120 degrees of the angle you got hit from.
When you get hit, some pattern of those squares go from 'light blue' to 'darker', something around three levels to indicate damage. When shields go away, you start taking hull damage, which can't be easily repaired during a fight. To protect yourself, you can make any number of shield rows, or any number of columns, start scrolling (and wrapping around top to bottom, etc). They scroll a little slowly, so you have to keep somewhat of an eye on them, but you have at least a little time to check out what's going on around you. Ideally, if you are expecting a hit from the front, you want to move all the 'holes' in your shields to the back or sides. Every twenty seconds or so, your shield generator spits out a tetris-like piece that lets you fix a small cluster of shields up to full...so if you just took a small number of powerful hits, you can align the holes and patch them all, but if your whole shield system is worn down with smaller shots it's a lot harder to fix.
So, shields at least are a very LITERAL puzzle. Not all the later ones will be that literal, but a lot of them will be.
As for taking direct control, the least puzzley 'puzzle' is the navigation helm. Some simple controls to define where you want to go, what direction you want to be pointed when you get there, and how fast you want to travel. Designed to be partly a reflexes game (giving orders quickly is important), but you don't have to keep steering while you're still on course--useful when you want to turn back to firing or working on shields. And in the competition game, there's only one enemy anyway...