I've been doing the nightly updates as well, and apart from the bugs it seems like there's a LOT more going on, especially on the combat side of things. One of the more welcome additions is the Tutorial, but there's a lot here that's confusing, oddly set up or just plain unhelpful. Here's a few thoughts on the tutorial if you guys are curious;
I feel like it's not 'there' yet. For example, when you first start off it immediately gives you a quest to repair the ship's thrusters and patch up the hull. The first thing you need to do, however, is reboot the ship's AI, but that's not mentioned anywhere, nor is it really hinted at by the game (though at least you cannot interact with anything else on the ship except the computer). I'd darken the whole ship except for a flickering light above that console, and I'd want an 'offline' version of the locker so that you're not tempted to interact with it; the main computer should draw all of your attention and right now it really doesn't.
You can also get distracted by the Tech and 3D printer options on that computer instead of the reboot command, feel like that should be disabled to start too. The AI prompts you to enable your Matter Manipulator, but after that tells you nothing (you're supposed to issue the "Enable Teleporter" option). I'll come back to this point in a second, first a minor nitpick; I feel like the AI's text crawl is too slow too. Clicking it should automatically show that line of dialogue so you're not sitting t...h....e....r.....e...........w...a....t....c....h.....i....n....g...............e....v...e....r...y............c....h....a...r...a...c....t...e...r...............l...o....a....d..............i....n...........s....l....o....w.....l....y.
Anyway, once you have the teleporter online, it's time to go make a crafting table, butreallyquickyoushouldalsogetthestufffromyourlocker. It's literally a little blurb at the end of the quest text (and since the pixelated typeface isn't exactly easy on the eyes, I found it all sort of blurs together into a blob of text; maybe bullet points for the major quest points would be a better approach). I can't help but think that the manipulator should be inside the locker, because it's very easy to just walk past it and not grab those essential items (a weapon, flashlight, torches and seeds).
I was thinking the ideal approach is to have some 'wreckage' that is blocking the teleporter that you have to use the manipulator to remove, so you learn how to use it before leaving the ship and there can be an obvious quest that says "Remove the debris to teleport." Putting the manipulator inside the locker means you cannot progress unless you open it, so there's no WAY you can miss those items. So basically the tutorial should go "Reboot the AI", then "Enable the Locker", then "Obtain the manipulator", then "Clear debris from the Teleporter". Then you should beam down and get the next quest step there.
Once you beam down, you're faced with all sorts of other problems. For starters, it tasks you with making a crafting table, but no hints about how to get wood. In fact, I've noticed several times that I start in a cluster of mushroom trees, which don't even give wood, so there's a long jog off to find 'real' trees, which is a bit of a headache. Seems like that first planet should only be generated with regular trees. There's also nothing about converting unrefined wood into planks, or any indication at all about the crafting menu.
I've had the same problem with plant fibre (required to craft bandages for a later quest) that I've had with trees. No hints that you get it from vines, but also I've spawned on planets where there are no vines on the surface at all, and at this point in the tutorial they haven't suggested a better pickaxe or anything that implies you'll need to dig.
I can't help but think that the Tutorial should be focused on the more 'domestic' side of things to start. For example, you start with seeds in your ship locker, but there's never any explanation about crafting a hoe, plowing the earth and harvesting plants. Instead, it sends you off into the wilds to hunt critters for meat. And in the same breath, it mentions making a bow, but doesn't tell you how to make one or why you might want to do that. For example, to craft it, you need plant fibre, but that hasn't been introduced yet since the bandage quest comes after the "Cook some meat" quest. They also don't mention that bows are a special class of 'hunting' weapons that yield more meat than regular weapons. Bows in general feel like they should be their own step in the tutorial.
So, instead of throwing combat and exploration at the player right away, I feel like the game should instead teach you with less dangerous methods. Once you get wood and craft a table, you should make a stone hoe. This introduces the player to the concept of digging with the Manipulator and using the crafting table to produce a new tool (which is something the quest text currently alludes to but never delivers on). Then a quick farming tutorial; plow the ground and plant the seeds.
This has the added benefit of players being able to get plant fibre from harvesting their crops, so even if the starter planet refuses to have any vines growing around, there's still an easy, safe and almost guaranteed way to get some for the bandage quest. Since it takes a while for plants to grow, there would need to be some kind of quest to kill a little time; maybe this would be a good point to introduce combat. For example, once you plant all 6 seeds, the game might say "Alright, now that food is taken care of, we need to worry about the cold" and task you with crafting a campfire. This would then spawn a weak enemy nearby that is attracted to your fire, giving you an underhand pitch to learn combat against. Maybe it has a 100% drop rate on meat so we can cover cooking.
I dunno. The problem with tutorials is they either don't teach well enough (Starbound currently has this problem, in my opinion) or they drag out too long and never let you just 'play' (Zelda has this problem). There's always the risk of having too much or too little, and different players need different levels of guidance. But playing the game in the mindset of someone who had no idea what to do next, I would have gotten lost, killed and quit rather quickly. I feel like the tutorial would feel less like chores if there was a natural progression (again; "reboot AI > unlock locker > get manipulator > clear debris" gives a very clear order in which there's no confusion or way to accidentally skip a step or miss anything).
So... yeah... good start, needs more work. As Haryu mentioned, the game kind of also paves over the need for Core Crystals and stuff. I actually thought I had bugged the game because I had done the quests out of order (I went and got a copper pickaxe before it told me to). Turns out it was just not very clear.