wow awesome feedback Girlinhat, thanks
Keybinding and mouse sensitivity - this doesn't exist yet, its been on the schedule (to add) for forever and will ofcourse happen. Its interesting that you use a track ball - I'll definatly have to add zoom in zoom out functions for buttons and keys.
Auto targeting - I'll think about this one, worst case scenario I'll add it as an option.
Harvesting: asteroid bases actually do this automatically. What happens is that every few seconds you gain/lose resources. Gain due to production and lose due to consumption - feeding your crew or upkeeping stations you've built. The economy management is handled via the "Base" button in Tactical mode (when you click an asteroid base you own you get this button to appear in the lower portion of the main tactical screen). Then you have a bunch of sliders that will impact what percentage of your crew does what - eg: focus on ore, or energy. There's also a "competative advantage" deal where if more than 45% of your crew work on one particular field you get a hefty bonus to that production. The thing is that its difficult to explain this via tutorials - which are based off of events like key presses, objects build, objects destroyed. There is also a trading component that was disabled for iter 11 (disabled by not including a trading ship) - didn't have a model for it plus there aren't that many bases to trade with - basically you can ferry cargo between your bases, so one could focus on ore, and another on energy. The bases themselves have different potentials/outputs for a resource.
So essencially harvesting is automatic, but there is going to be an additional game mechanic of harvesting through mining asteroids. One way will be by shooting a roid, having a baby roid pop up and then scooping that roid up and delivering it to the transfer platform. This will also be fairly automated but the player will have to keep an eye on this due to pirates and other attacks to your mining ships. There may also be mining platforms that spit out cargo pods of ore, and stuff like that. Things like this will add life to the game, now that there's some mining going on here, and pirate attacks there.
Like you said there is a lack of content, I've had about a 2 years head start of programming on the artwork so as that comes along it will flow into the game and enhance it with more stuff to do. My gues we are about 8 months away from beta/release. At a hopefuly fairly soon point (soon being months away) we'll be adding content quite fast, right now the focus is still on the overall engine and gameplay.
Artillery: the plan has been for one of the platforms to be built to be an offensive railgun/mass driver type deal. Just like the defense stations but with one huge gun that can target other far away bases and objects. This will serve a few purpouses - pretty awesome thing
discourages player from turtling - have to knock that platform out else keep getting hit - though not having enough forces to invade have to destroy the threat of artillery right now. Have another way to damage a base's population - versus the reletively boring marine ships. Bases will have "habitat" platforms to expand their crew that will be much more vulnerable to attacks since they are outside the base - so via teh artillery platform you can soften up crew and defenses. Plus now placing your platforms is a tactical decision due to making them vulnerable to attack if placed on a side that faces the artillery platform. Its an example of adding a single thing makes the game much more complex, and as a bonus adding a platform like this is fairly easy - code already mostly exists
Having a mobile version of that is a pretty cool idea, a spotter is a pretty cool idea too, but maybe too complex for the "final release" maybe in part 2 or an update etc.
Ship dynamics and physics: yeah this was always the dream and I'm glad I'm on the right path. Space should feel like space and not like a first person shooter or jet. The dynamics can both help (turning off auto thrust and facing target to fire on it while moving away) and hurt (having to compensate for the momentum). Recently we've added the afterburner and it was a huge game changer to the fun. Makes the flight have more options which adds to the tactics and thinking and allows to compensate for the momentum.
Explosions and combat: wait till we add in debris
You'll see parts of your victories/defeats floating around
Also code already exists for "pre-explosions" they just haven't been added in yet, so you'll see the burning, then small explosions, then the big explosion then debris when its all said and done. Luckily debris are mostly chopping up old models and using re-usable parts so that's another way we can easily add to the experience.
Customizations: the command ship most likely will get a customization screen where you can pick and chose which turrets to mount/use, so this will most likely leech into other ships - but will mostly affect large ones. Potential for part 2 or post release though.