Here's a question I've been meaning to ask: Does this game actually have a designer? Someone to think things through to make sure the end result is consistent and fun and so on?*
I mean, what's with the mobiglass on your arm - leave aside how clunky that is - there are some tasks you can apparently do only with that and some tasks you absolutely can't do with that. How does that happen in a designed universe?
E.g., to get started you've got to run down infinite hallways to get to that big room where you can use a console to order up your ship then you find where your ship will be placed and run down more infinite hallways to get there - why not sit up in your wank pod, order a ship via the mobiglass (like calling out for a pizza, huh?), get told right away where your ship will be, and head straight there?
E.g., all ships have this set of 2 or more screens and shitloads of buttons and stuff to drive the ship with ... but can you use it to navigate to waypoints? Apparently, no.
DS is always talking about "sunk cost fallacy" - this is another instance of it. First they invented that ship-ordering room and all the animations and stuff involved with running around to get there and then to get to the pad. Then much later on they pulled the mobiglass UI out of their ... minds. But do they make it consistent with the universe they're imagining by realizing all the different ways it would be used? Get rid of that useless room on the space station for ordering ships, get rid of all those ship consoles and let you have a more spectacular view of the galaxy? Well, no! They put in hundreds of man years of work into those things (which cost them millions of dollars) ... so they're sure as hell not going to get rid of that stuff!
*That was merely a rhetorical question, BTW. I know the answer.