The highscore being broken is something I am aware of, the high score was one of the last things I did before submitting the game and it didn’t work properly. I’ll be fixing it when the voting code freeze is over. Everything else you’ve said has been said by others and I do agree.
For me the frustrating one is the controls and I think it stems from me not having time to do a tutorial. (I entered the jam at the halfway point so only had two weeks), and I pivoted the game from an RTS 2 days before the end, meaning the last 2 days were new gameplay features (such as the cockpit view, ant logic (which also has a bug I’ll fix post jam) and the highscore system). I simply didn’t leave myself enough time to do a tutorial.
The controls are still allowing for some un-needed RTS features like the split screen and ability to autopilot, and fire weapons with the mouse, that necessitated holding the right mouse down to turn the turret which I think a lot of players are missing. Otherwise I think the control scheme is the most obvious choice: It’s standard WASD, and the 5 weapon mounts are attached to the five surrounding keys in the most logical place.
I guess the thing to try is to remove the autopilot, split screen, and mouse activation of weapons and instead have the turret rotation just track the mouse.