After about the 5 hour mark of playing, I find I get really bored and quite critical of the experience. But then whenever I'm not playing, I'm thinking about playing and what I might discover if I were playing.
I think part of the issue is that the mining / currency / collection / exploration loop isn't offering an appropriate sense of reward. Upgrading your ship, mining tool or other aspect of your character doesn't feel as satisfying as it should, and it very rarely changes the gameplay in a meaningful way.
I think if I were Hello Games I would be looking towards reworking that loop, at both ends. Significantly, when exploring there don't appear to be enough novel points of interest to discover. Most points of interest seem to fit into one of five or so archetypes (shelter, transmission, etc etc.) and that gets repetitive over time. They need to add a system where really cool points of interest and environmental features will occur, but very rarely, as if representing outliers in the otherwise relatively repetitive landscape.
Outliers are effectively a big component of what makes the real world so remarkable in places, locations like everest are extreme outliers of geological variation, but from the 20 or more planets I have explored thus far, I haven't encountered any of those instances. When I have found something that seemed quite novel, such as floating islands or weird geometric shapes in the environment, it always turned out that those elements were quite common in the environment.
In addition, there need to be more remarkable things to discover within the more curated components of the game, like crashed frighters (I assume this is possible as it is in trailers?), gigantic alien temples, and perhaps even small civilisations (more than just single shelter locations).
On the other end, what you reap from all of these systems (units) needs to do more than merely buy 'better ships'. Because doesn't offer meaningful upgrades. Ideally, I would like to see all manner of exploration orientated gadgets, mapping systems, advanced scanning systems (perhaps you could specialise your scanning to highlight certain things etc), under water exploration devices, light sources, etc etc.
I also think it would be good if they expanded the ship collection system so that you could own larger ships that could hold much more contents and serve as an effective 'base of operations', hovering above the planet you're exploring. Through these frighters they could offer many, many things that enhanced the validity of the resource collection loop such as a garage that allowed you to store multiple ships, a zoology section which allowed you to store the DNA of creatures, and recreate them within an artificial environment. I think it would also be neat if you could recruit aliens to work on your ship.
Co-op is also a must at some point down the line. I'm surprised, given the odd look of the space stations that they do not serve as some sort of universal hub, wherein players could meet up and then choose which players solar system they wanted to depart to.
Either way, I enjoy the game and would recommend it to anyone. I think a lot of people had their expectations too high, and both myself and my fiance went in watching very little other than the initial trailers, and we haven't came away disappointed.
What about weapons and such? Is it easier/cheaper just to do the upgrades yourself? Basically are the "trading" ships not suitable for combat and vice versa?
More slots means more combat upgrades that you can craft in yourself. Indeed, the only meaningful measure of a ships quality is the number of slots it has, because everything else can be altered relatively easily.
I guess it is a shame that there isn't more variation in a ships capabilities. Some of them look like agile fighters, but only have 23 slots and their agility doesn't differ from the huge, sluggish looking ships that feature 40. In this example there's objectively no reason to use the agile looking fighter ship, and that's a bit disappointing really.
They have designed the airships for controllers and the menus for a mouse? 0o The airship controls are bad because I don't know how many times I was flying upside down and couldn't really turn around, because the game fucked up the landing. I think it is missing a way to turn the ship to the left or right.
Just because the menus feature a cursor does not mean they were designed for a mouse. Destiny's menu system is very similar to No Man's Sky's and also features a cursor and is probably the best interface I have ever used with a controller. No Man's Sky, from the ground up was most definitely designed for a controller, menus included. It just so happens that the menus work very well with a mouse, whereas other aspects don't make that transition quite as successfully.