A lot of points I was going to touch on have already been mentioned by other commenters: the tasks are repetitive, there is a lack of unique tasks, the camera system is a little weird.
Overall, there's good programming and thought behind the game, but it leaves engagement to be desired. A potential solution to the issues with engagement, other than offering a wider variety of tasks, could be to flip the goal of your game: instead of "how fast can you do these tasks," maybe it could be, "can you do all these tasks before your ship explodes?" Then the player feels more urgency: every time they pick up fuel instead of engine waste, the timer ticks down a little more. Then, as the game progresses and more tasks are introduced, suddenly the player has to manage their time a lot more efficiently. As for fixing stuff with the camera, my only issue was with the direction it rotated: if the player is facing forward and they want to look to the right, they may think that they should press E because it is to the right of W. Instead, the player must press Q, which is to the left of W.
With that said, you have my honest feedback, and I hope it is helpful.