Ok... some quick first impressions from a quick digestion of the new rules.
I really like the modular design concept of the rules. I think that may be the big thing that may very well push Starmada front and center among starship gamers. I can easily imagine that by this time next year being awash in settings ('skins' perhaps?) for these rules. Not only all of the usual suspects of big and small screen, but also all of those ideas we've all had perculating. I may drag out a couple of ideas myself.
The movement rules were a needed upgrade. The one thing I like about these vector rules is that the unknown I need to figure out is if my vessel has the necessary thrust. Most other systems you apply thrust and the unknown is where your ship is going to end up. Sort of a step learning curve that turns the best trained crews and the most advanced ships in several universes into a Drivers Ed course amongst the stars. I'm looking forward to giving these rules a shakedown.
I'm glad to see the Expanded Firing Arcs. I never could quiet get the hang of the usual firing arcs and kept having to refer to the rulebook. I do wish that ship sheets had the firing arcs on them along with the now retired diagram for screens. And a memo box for movement costs in the new system would have been good as well.
And unfortunately there doesn't look to be a way to damage specials or options. Granted Starmada X wasn't very satisfying in how it handled it and I'm not sure what a good answer would be to that problem. Maybe something like Full Thrust with crit checks at certain points in the Hull damage track.
Still... minor quibbles. I'm very jazzed about SAE. Hopefully soon I'll be able to steal some time and give it a spin while it's still got that new game smell.