I ran the Jan 7 version past some playtesters. It was not a success.
Like me, they did like the way you cut the tiles. If nothing else, it makes manually manufacturing them easier.
They didn't like the last sentence at the end of the "Starting Positions" subsection. It's unsatisfying to say, "This might lead to an unsolvable problem; if that happens, start over."
Handing out money and then immediately taking some back for maintenance seemed overly fiddly.
People kept getting confused by the fact that there was a VP bonus for controlling an entire sector, but not an income bonus.
The bonus for bases in shared systems was not strong enough. If an ally and I share a system, we're going to have to put at least three bases (total) in there before our total income exceeds what we'd get if we didn't share. That takes too much time and money to be worth the effort.
One playtester described the game as "very incremental". Moving three hexes was generally just enough to get from one system to the next. There was no opportunity for surprise attacks and no way for a player who fell behind to catch up.
Ironically, maintenance may have made things more turtly, because people couldn't afford to amass big enough fleets to attack. Players could also not afford to leave fleets in deep space.
Someone said there was "nothing innovative" about the game. Another described it as "like slow-motion Risk".
One player said, "I'm not making interesting decisions battle-wise." I know the combat system has been kept simple to make it easier to coordinate with Starmada, but this may make it too bland for a stand-alone board game.
The testers wondered if the game should have an inherent clock to ensure that it eventually ends. One obvious suggestion is having VP accumulate every turn, although this risks a runaway leader problem.
One asked how long the game was supposed to last. I guessed 90-120 minutes. (We played for an hour before giving up.)
Sorry to be the bearer of bad news, but I guess it's better to find out now than after publication.
(If I may be bold, the OoM playtest I did went much better, although even that felt a bit bland.)