Hi Bernd
TL;DR Please refer to the list of core QOL changes needed, so we do not need mods specifically aimed at fixing the basic mechanics and getting a modified save game tag. Thanks
Answered the questions thx for taking the time, appreciate you asking us this type of feedback and sorry for the wall of text I don't post much so I am catching up!

i have not done much as I read that most of it is buggy like missions and the plot so I am waiting for those to be fixed I am 174 hrs in (steam) with no SETA, mostly building remote trade empire with 100+ships and 7 Mega factory complexes, but I notice the map and FPS dropping the more congested it gets...so i think i need to stop, but then the shipyards and wharf's don't produce ships without my factories...not sure why without my traders the economy stops?
So i have got a few mods from Nexus QOL mods, unfortunately adding the modified tag to my save games just so I can get some basic functionality going...also to beef up the Xenon and Kha'ak ships potency and numbers, why are they so easy and weak including turrets? If you can spare some time to look at these QOL changes we would like to see, Cheers!
Post 1.50 patch and QOL fixes: Some of these I have not tried again since last patch
a) Vram and other optimization - Number 1 priority way too many leaks and game destabilizes when running for a while. If mega factory complexes get too big it creates lagg and stutters a lot.
b) Economy still dies - If my mega factories don't supply all the shipyards/ wharf's with what they need, the faction NPC traders won't even if they have the supply in the same system(it's good for my capitalist profits but the player cannot be the
one to keep it all going)
c) Xenon/ Kha'ak to easy and too few - I need the Xenon gains mod or FOCW to get some war going still
d) Hull/shields and ship balance need rework - especially for large capital carriers and destroyers, I agree they should not be able to defeat it all on their own but with 10 turrets (also not tracking well) they won't be able to tank anything at this
point you don't need anything bigger then a torpedo Nemesis or Gorgon, its not worth going for carriers and Destroyers with +/- 12 turrets ...LOL.
There is a Reddit of the ship cost vs hull ratio and data comparing x3 to x4 ships so even if the capital ships cost twice as much that would be great (too easy and quick to buy them anyway) if they were more tanky and had more Hull and shields like in x3.
https://www.reddit.com/r/X4Foundations/ ... rgon_ship/
e) GAME UI - If possible getting in a professional to design your game UI, like mentioned here at a scale of 1.4 it cuts off many text items for me
f) Drones are buggy with no control- If i am stuck with a capital ship in the middle of a fight my repair drones launch without my control and forces me to crawl at 75m/s...I cannot fast travel or boost... they launch and try to dock 1 by one and
then I die, so i prefer to fly without them.
g) Fast Travel - Does not make sense that we cannot abandon a fight and unable to fast travel especially in a capital ship not able to tank, maybe its fine for fighters with boost and higher speeds.
h) Quicker crew training or seminars that work - Even if we need to pay more for a choice of a higher grade crew member
i) Autopilot/ AI flight and command mechanics needs improvement - Even with 5 star pilots my wing squad either ignore enemies or follow me very slowly falling behind and i am fighting alone
j) Scout Explore - Auto explore is not working, extremely slow and they map points they have already explored
k) Autotrade - Autotrade function only buys small 40 or 60 quantities of wares needed (tatertrade mod works better in most cases)
l) Faction trade stations - Do not consume goods so there is eventually no need to re-supply them once demand is filled
m) Profit/ Loss Data - Can we get profit and loss data with purchase and sell line items per player owned ship and station/ factory? Not just a log entry of the trades happening
n) Ability to switch off the trade notification sounds
o) squad/ wing ships and S fighers - Your wing and carriers with S fighters have to recall all subordinates before they can jump sectors, you are a sitting duck trying jump back from xenon sector and need to recall 30+ ships! Died many times and
prefer to fly now without escorts or carriers really.
p) Signal leaks - have them stand out more
q) Ship Boost - Using shields to boost is silly, why not reduce the max boost speed with massive heat build up or damage to engines the more you boost as a balance? within reason ofc...

r) Auto stock/ resupply - Ship setting like the player stations to auto stock missiles/ drones etc if needed like in X3
s) Build time of stations are a bit too long you think? (not sure how i really feel about it, its okay for single factory but if your building a 20 module beast it takes forever maybe pay extra money as a slider to reduce time proportionately?
t) Bulk Transfer of crew/ marines - Coz spending an hour to transfer 50 marines, 1 at a time ain't fun.
u) BRING BACK SOME OF THE GREAT X3 SHIPS - I WANT MY SPLIT TIGER AND PANTHER BACK!!!

v) MOAR WAR!!! MOAR XENON AND KHA'AK!!!
x) Jump to sectors - Using Energy cells like X3 (auto restock function too)
y) My turrets vs Friendly stations - Getting into trouble as my turrets shoot friendly stations trying to hit an enemy, perhaps more lenient or a way to prevent that simple issue losing so much rep with factions?
z) L and XL fast travel charge up time - Very long if it can be reduced with a count down timer showing? If you need to balance that with not being able to fire weapons or if you do it creates intense heat build up and internal damage?
All I can think of for now...

Edit: MOAR items to the list, trying to get the entire alphabet covered
