Taking the chance that the Steam update closed the game on me (god dammit, Steam, stop updating, not today!) to write my initial impressions:
The game has indeed some jerky performance at the busiest moments but it ran pretty damn solid for me otherwise and my comp scratches the minimum requirements. Got to the Strike Suit mission after clearing the previous ones on my first attempt. Bless that shield-draining machinegun, man. The hours and hours poured on Starlancer, Freelancer and Freespace 2 paid off.
Then I got the Strike Suit. And then, BECAME GOD. And this song began:
https://www.youtube.com/watch?v=73dc1D8YHBg
Ok, it wasn't like that. It was disorienting as hell at first, the controls get freaking crazy but once I got the hang of the scan button I was shooting down 15 interceptors with the missile swarms and a little more with the machineguns and side-stepping flak like a boss.
I did the mission where you have to defend the Arcadia (the 4th) and it was definitely easy. You do have to pay attention to the fact that you need to pull suicide runs on the cruisers and blow up their beam cannons fast. Like, really fast. That Arcadia is made of paper. Did exactly that: blew up 3 in ship mode, boosted away to the other cruiser, transformed into mech and blew the other cannons with the guns. Boom goes the dynamite. The rest is anecdote. Pity about not being able to use missiles in that mission. Plenty of dog-fighting though.
My only complaint is that there should be better lock-on feedback and target cycling. Don't fix what ain't broken: the rectangle reticules of Panzer Dragoon/Ray Storm/Ray Crisis/Omega Boost (which appeared from 3/4 of the screen and closed into the target) worked fine because they also gave a sense of depth/location at what you were locking on. Here, those small red circles don't do much to avoid wasting 20 missiles on a single target. =/ Omega Boost had this neat feature where if you reached max damage with the missiles (say, 2-4 missiles per interceptor/small enemy) it would stop painting a target and keep adding locks to the others. Maybe they can patch that in.
Target cycling seems to be based upon distance? For example, I can't preemptively lock on a cruiser specific turret unless I'm facing it and close enough to do so. Those are my only complaints so far.