Love Monolith, looks like the perfect "Traveller lite" game for me
Here's my thoughts:
- Agree on simplifying weapons. I think a "tag" system where you describe what the weapon does (without giving specific mechanics) might be a good middle ground. Like "slow firing, high calibre" or "armour piercing" etc.
- Very personal to me, but I'd love a bit of a guide on sketching up starship deckplans, just because I think they add a lot to placing the action in a more concrete location, particularly for the player ship where they'll be spending a lot of time
- I think some sort of advice for a narrative advancement system, as in Cairn 2e, would be great - basically, broadening the section on Talents a touch
- Personally I'd make starship combat less crunchy too - the way I run this kind of thing at the table is to make judgement calls on the fly about saves & outcomes of various actions. Something like "give another player an extra turn for 1 fatigue" leans towards the trad board gamey approach for me
- One traditional pillar of space adventure games that's missing is trading, I think something on that might be good, even if it's just a brief section about how GMs should generally judge this sort of thing
- I'd love (maybe as a supplement) a big list of starships. A bestiary would be nice too but isn't so critical as a lot of adversaries are just humans with equipment. I'd just love to launch into running a campaign and have starship encounters without having to stat up anything.
- But overall, the big thing is that I think you've got enough great stuff here that it could be fleshed out into a "full" independent rulebook - currently it's a nice concise summary/reference book that assumes you kind know what you're doing. Again, following Cairn 2e, I'd love a full sized book (or box-set!) with more flavour text, advice on game philosophy, artwork etc. Whenever I sit down and think "Traveller is a bit crunchy, I should make my own space RPG" I realise that what I want to create is pretty much just what Monolith already is!